<?xml version="1.0"?>

<Proto version ='7'>
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		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
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	<Unit id ='1' name ='Cannonball'>
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		<Flag>DestroyProjectile</Flag>
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	<Unit id ='2' name ='TrainTracks'>
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		<AnimFile>units\trains\track.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
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		<AnimFile>units\spc\casualties\generic_corpse.xml</AnimFile>
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		<Flag>NotCommandable</Flag>
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	<Unit id ='4' name ='AttackRevealer'>
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		<Decay delay ='0' duration ='1.0000'></Decay>
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		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
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	<Unit id ='5' name ='Arrow'>
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		<DisplayNameID>23513</DisplayNameID>
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		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
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		<AnimFile>effects\projectiles\arrow.xml</AnimFile>
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		<Flag>DoNotShowOnMiniMap</Flag>
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		<Flag>NoHPBar</Flag>
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		<Flag>DontRotateObstruction</Flag>
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	<Unit id ='6' name ='Grenade'>
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		<DisplayNameID>23515</DisplayNameID>
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		<AnimFile>effects\projectiles\grenade.xml</AnimFile>
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		<UnitType>Projectile</UnitType>
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		<Flag>DestroyProjectile</Flag>
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	<Unit id ='7' name ='MortarShell'>
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		<Flag>DestroyProjectile</Flag>
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	<Unit id ='8' name ='WaypointFlag'>
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		<AnimFile>ui\waypoint_flag\waypointflag.xml</AnimFile>
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		<Flag>TieToWaterSurface</Flag>
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		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
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	<Unit id ='10' name ='Blood'>
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		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
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		<Flag>NotSelectable</Flag>
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		<Flag>NoHPBar</Flag>
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		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
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	<Unit id ='11' name ='BloodFlow'>
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		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
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	<Unit id ='12' name ='Bola'>
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		<DisplayNameID>23927</DisplayNameID>
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		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
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		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\bolas.xml</AnimFile>
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		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
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		<Flag>DestroyProjectile</Flag>
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		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='13' name ='Javelin'>
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		<DisplayNameID>23928</DisplayNameID>
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		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
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		<AnimFile>effects\projectiles\javelin.xml</AnimFile>
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		<UnitType>Projectile</UnitType>
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		<Flag>Invulnerable</Flag>
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		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
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		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
	</Unit>
	<Unit id ='14' name ='UIArmyBannerVillager'>
		<DBID>153</DBID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_villager.xml</AnimFile>
		<LOS>0</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
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		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='15' name ='UIArmyBannerHand'>
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		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
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		<AnimFile>ui\banners\banner_hand.xml</AnimFile>
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		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='16' name ='UIArmyBannerRanged'>
		<DBID>155</DBID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_ranged.xml</AnimFile>
		<LOS>0</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='17' name ='UIArmyBannerCavalry'>
		<DBID>156</DBID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_cavalry.xml</AnimFile>
		<LOS>0</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='18' name ='UIArmyBannerArtillery'>
		<DBID>157</DBID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_artillery.xml</AnimFile>
		<LOS>0</LOS>
		<TrainPoints>0</TrainPoints>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='19' name ='UIArmyBannerNaval'>
		<DBID>158</DBID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_naval.xml</AnimFile>
		<LOS>0</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='20' name ='UIArmyBannerHero'>
		<DBID>159</DBID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_hero.xml</AnimFile>
		<LOS>0</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='21' name ='UIArmyBannerBuilding'>
		<DBID>160</DBID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_building.xml</AnimFile>
		<LOS>0</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='22' name ='UIBannerIdleVillager'>
		<DBID>161</DBID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_idlevillager.xml</AnimFile>
		<LOS>0</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='23' name ='UIBannerIdleSoldier'>
		<DBID>162</DBID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_idlesoldier.xml</AnimFile>
		<LOS>0</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='24' name ='UIBannerTownBell'>
		<DBID>163</DBID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_townbell.xml</AnimFile>
		<LOS>0</LOS>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='25' name ='FirewoodPile'>
		<DBID>168</DBID>
		<DisplayNameID>24805</DisplayNameID>
		<EditorNameID>24806</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\firewood_pile.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='26' name ='DuneGrass'>
		<DBID>184</DBID>
		<DisplayNameID>24879</DisplayNameID>
		<EditorNameID>24880</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\plants\dune_grass.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='27' name ='TerrainRevealer'>
		<DBID>191</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<Lifespan>20</Lifespan>
		<LOS>16</LOS>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Immoveable</Flag>
	</Unit>
	<Unit id ='28' name ='PropsColony'>
		<DBID>243</DBID>
		<DisplayNameID>25552</DisplayNameID>
		<EditorNameID>25553</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\props_colony.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>VariationLocked</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='29' name ='PropsPottedPlants'>
		<DBID>244</DBID>
		<DisplayNameID>25556</DisplayNameID>
		<EditorNameID>25555</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\props_signs.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='30' name ='PropsPoles'>
		<DBID>245</DBID>
		<DisplayNameID>25557</DisplayNameID>
		<EditorNameID>25558</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\props_poles.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>VariationLocked</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='31' name ='PropsNative'>
		<DBID>247</DBID>
		<DisplayNameID>25571</DisplayNameID>
		<EditorNameID>25572</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\propsnative.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='32' name ='Skulls'>
		<DBID>255</DBID>
		<DisplayNameID>25851</DisplayNameID>
		<EditorNameID>25852</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\skulls\skulls.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='33' name ='Rain'>
		<DBID>259</DBID>
		<DisplayNameID>25872</DisplayNameID>
		<EditorNameID>25875</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\rain.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='34' name ='ArrivalFlag'>
		<DBID>273</DBID>
		<DisplayNameID>26007</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\waypoint_flag\waypointflag.xml</AnimFile>
		<RolloverTextID>26008</RolloverTextID>
		<ShortRolloverTextID>26009</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='35' name ='RiverPropsAm'>
		<DBID>280</DBID>
		<DisplayNameID>26057</DisplayNameID>
		<EditorNameID>26058</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\amazon\riverprops_am.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='36' name ='Rubble'>
		<DBID>281</DBID>
		<EditorNameID>26071</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\rubble_4x4.xml</AnimFile>
		<Lifespan>10</Lifespan>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='37' name ='UnderbrushAmazon'>
		<DBID>282</DBID>
		<DisplayNameID>26072</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\amazon\underbrush_am.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='38' name ='GroundPropsAm'>
		<DBID>283</DBID>
		<DisplayNameID>26076</DisplayNameID>
		<EditorNameID>26075</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\amazon\groundprops_am.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id ='39' name ='RiverPlantsAm'>
		<DBID>285</DBID>
		<DisplayNameID>26082</DisplayNameID>
		<EditorNameID>26083</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\amazon\riverplants_am.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='40' name ='CinematicBlock'>
		<DBID>286</DBID>
		<DisplayNameID>26090</DisplayNameID>
		<EditorNameID>26091</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='41' name ='Bat'>
		<DBID>287</DBID>
		<DisplayNameID>26094</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\animals\bat\bat_flock.xml</AnimFile>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>ForceToGaia</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='42' name ='Macaw'>
		<DBID>288</DBID>
		<DisplayNameID>26098</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\macaw\macaw.xml</AnimFile>
		<Icon>units\animals\macaw\macaw_icon_64x64</Icon>
		<PortraitIcon>units\animals\macaw\macaw_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
	</Unit>
	<Unit id ='43' name ='CinematicRevealer'>
		<DBID>293</DBID>
		<DisplayNameID>26145</DisplayNameID>
		<EditorNameID>26146</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<LOS>12</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='44' name ='OpenbrushAmazon'>
		<DBID>301</DBID>
		<DisplayNameID>26198</DisplayNameID>
		<EditorNameID>26199</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\amazon\openbrush_am.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='45' name ='SnowyOwl'>
		<DBID>328</DBID>
		<DisplayNameID>26512</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\snow_owl\snow_owl.xml</AnimFile>
		<Icon>units\animals\snow_owl\snow_owl_icon</Icon>
		<PortraitIcon>units\animals\snow_owl\snow_owl_icon</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>ForceToGaia</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='46' name ='CanadaGoose'>
		<DBID>329</DBID>
		<DisplayNameID>26513</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\canadian_goose\canadian_goose.xml</AnimFile>
		<Icon>units\animals\canadian_goose\canadian_goose_icon</Icon>
		<PortraitIcon>units\animals\canadian_goose\canadian_goose_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
	</Unit>
	<Unit id ='47' name ='Beluga'>
		<DBID>332</DBID>
		<DisplayNameID>26536</DisplayNameID>
		<EditorNameID>42301</EditorNameID>
		<ObstructionRadiusX>4.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<IdleTimeout>3</IdleTimeout>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\beluga\beluga.xml</AnimFile>
		<Icon>units\animals\whale\whale_beluga_portrait</Icon>
		<PortraitIcon>units\animals\whale\whale_beluga_portrait</PortraitIcon>
		<RolloverTextID>26535</RolloverTextID>
		<ShortRolloverTextID>26534</ShortRolloverTextID>
		<InitialResource resourcetype ='Gold'>1500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<GathererLimit>4</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>AbstractWhale</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NonSolid</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
	</Unit>
	<Unit id ='48' name ='Eagle'>
		<DBID>338</DBID>
		<DisplayNameID>26799</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\eagle\eagle.xml</AnimFile>
		<Icon>units\animals\eagle\eagle_icon_64x64</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='49' name ='FootprintHuman'>
		<DBID>339</DBID>
		<DisplayNameID>26817</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_human.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
	</Unit>
	<Unit id ='50' name ='FootprintHorse'>
		<DBID>341</DBID>
		<DisplayNameID>26819</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_horse.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
	</Unit>
	<Unit id ='51' name ='FootprintAnimal'>
		<DBID>342</DBID>
		<DisplayNameID>26820</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_animal.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='52' name ='GooseFlock'>
		<DBID>349</DBID>
		<DisplayNameID>27169</DisplayNameID>
		<ObstructionRadiusX>0.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\canadian_goose\goose_flock.xml</AnimFile>
		<Icon>units\animals\canadian_goose\canadian_goose_icon</Icon>
		<PortraitIcon>units\animals\canadian_goose\canadian_goose_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
	</Unit>
	<Unit id ='53' name ='CinematicRevealerToAll'>
		<DBID>350</DBID>
		<DisplayNameID>27174</DisplayNameID>
		<EditorNameID>27175</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer_all.xml</AnimFile>
		<LOS>12</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>GivesLOSToAll</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>OnlyInEditor</Flag>
	</Unit>
	<Unit id ='54' name ='SnowDrift'>
		<DBID>373</DBID>
		<DisplayNameID>27957</DisplayNameID>
		<EditorNameID>27958</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\blowing_snow.xml</AnimFile>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='55' name ='UnderbrushYukon'>
		<DBID>403</DBID>
		<DisplayNameID>28217</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\yukon\underbrush_yuk.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='56' name ='RiverPropsYuk'>
		<DBID>404</DBID>
		<DisplayNameID>28221</DisplayNameID>
		<EditorNameID>28222</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\yukon\riverprops_yuk.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='57' name ='GroundPropsYuk'>
		<DBID>405</DBID>
		<DisplayNameID>28223</DisplayNameID>
		<EditorNameID>28224</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\yukon\groundprops_yuk.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
	</Unit>
	<Unit id ='58' name ='SocketIconNative'>
		<DBID>408</DBID>
		<DisplayNameID>29879</DisplayNameID>
		<EditorNameID>30035</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<ShortRolloverTextID>38252</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='59' name ='Hawk'>
		<DBID>414</DBID>
		<DisplayNameID>28251</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\hawk\hawk.xml</AnimFile>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
	</Unit>
	<Unit id ='60' name ='Vulture'>
		<DBID>415</DBID>
		<DisplayNameID>28252</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\vulture\vulture.xml</AnimFile>
		<Icon>units\animals\vulture\vulture_icon_64x64</Icon>
		<PortraitIcon>units\animals\vulture\vulture_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='61' name ='UnderbrushSaguenay'>
		<DBID>427</DBID>
		<DisplayNameID>28470</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\saguenay\underbrush_sag.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='62' name ='GroundPropsSag'>
		<DBID>428</DBID>
		<DisplayNameID>28472</DisplayNameID>
		<EditorNameID>28473</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\saguenay\groundprops_sag.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
	</Unit>
	<Unit id ='63' name ='UnderbrushTexas'>
		<DBID>485</DBID>
		<DisplayNameID>29047</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\texas\underbrush_tex.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='64' name ='BigPropTexas'>
		<DBID>492</DBID>
		<DisplayNameID>29111</DisplayNameID>
		<EditorNameID>29112</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\texas\bigprop_texas.xml</AnimFile>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id ='65' name ='CoastalRocksSaguenay'>
		<DBID>494</DBID>
		<DisplayNameID>29121</DisplayNameID>
		<EditorNameID>29122</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\saguenay\coastalrocks_sag.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>PlaceAnywhere</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='66' name ='UnderbrushNewEngland'>
		<DBID>495</DBID>
		<DisplayNameID>29156</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\new_england\underbrush_ne.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='67' name ='BigPropNewEngland'>
		<DBID>496</DBID>
		<DisplayNameID>29157</DisplayNameID>
		<EditorNameID>29158</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\new_england\bigprop_ne.xml</AnimFile>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id ='68' name ='UnderbrushGreatPlains'>
		<DBID>504</DBID>
		<DisplayNameID>29317</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\great_plains\underbrush_gp.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
	</Unit>
	<Unit id ='69' name ='TreeGreatPlainsGrass'>
		<DBID>505</DBID>
		<EditorNameID>29324</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_greatplainsgrass.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Doppled</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='70' name ='TreeGreatPlainsGrassGreen'>
		<DBID>510</DBID>
		<EditorNameID>29366</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_greatplainsgrassgreen.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Doppled</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='71' name ='RiverRocksSmall'>
		<DBID>513</DBID>
		<DisplayNameID>29414</DisplayNameID>
		<EditorNameID>30890</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\river\river_rocks_small.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>OrientWithRiver</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='72' name ='GroundDecalGP'>
		<DBID>522</DBID>
		<DisplayNameID>29629</DisplayNameID>
		<EditorNameID>29630</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\great_plains\grounddecal_gp.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='73' name ='BuzzardFlock'>
		<DBID>529</DBID>
		<DisplayNameID>29675</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\buzzard\buzzard_path.xml</AnimFile>
		<Icon>units\animals\vulture\vulture_icon_64x64</Icon>
		<PortraitIcon>units\animals\vulture\vulture_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VisibleUnderFog</Flag>
	</Unit>
	<Unit id ='74' name ='Waves'>
		<DBID>531</DBID>
		<DisplayNameID>29706</DisplayNameID>
		<EditorNameID>29707</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\waves\waves.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='75' name ='SocketIconTradeRoute'>
		<DBID>541</DBID>
		<DisplayNameID>29880</DisplayNameID>
		<EditorNameID>30036</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<Icon>ui\trade_route\trade1</Icon>
		<PortraitIcon>ui\trade_route\trade_route_1_portrait</PortraitIcon>
		<ShortRolloverTextID>38251</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>PlaceAnywhere</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>HideResourceInventory</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
	</Unit>
	<Unit id ='76' name ='RuinWallSmall'>
		<DBID>544</DBID>
		<DisplayNameID>29909</DisplayNameID>
		<EditorNameID>29910</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\props\ruins\ruin_wall_small.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='77' name ='RuinWallMedium'>
		<DBID>545</DBID>
		<DisplayNameID>29911</DisplayNameID>
		<EditorNameID>29912</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\props\ruins\ruin_wall_medium.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='78' name ='RuinWallLarge'>
		<DBID>546</DBID>
		<DisplayNameID>29913</DisplayNameID>
		<EditorNameID>29914</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\props\ruins\ruin_wall_large.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='79' name ='SocketTupi'>
		<DBID>563</DBID>
		<DisplayNameID>29953</DisplayNameID>
		<EditorNameID>30000</EditorNameID>
		<SubCiv>Tupi</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\tupi_archer_portrait</PortraitIcon>
		<RolloverTextID>32940</RolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
	</Unit>
	<Unit id ='80' name ='ShorelineFoam'>
		<DBID>578</DBID>
		<DisplayNameID>30081</DisplayNameID>
		<EditorNameID>30082</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\waves\shoreline_foam.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
	</Unit>
	<Unit id ='81' name ='ShorelineRockBigNE'>
		<DBID>579</DBID>
		<DisplayNameID>30083</DisplayNameID>
		<EditorNameID>30084</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\shoreline_rock_big_ne.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='82' name ='ShorelineRockSmallNE'>
		<DBID>580</DBID>
		<DisplayNameID>30085</DisplayNameID>
		<EditorNameID>30086</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\shoreline_rock_small_ne.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='83' name ='BlackbirdFlock'>
		<DBID>586</DBID>
		<DisplayNameID>30122</DisplayNameID>
		<ObstructionRadiusX>0.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\flock_of_birds\bird_flock.xml</AnimFile>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='84' name ='RiverFlow'>
		<DBID>590</DBID>
		<DisplayNameID>30155</DisplayNameID>
		<EditorNameID>30896</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>effects\river\river_flow.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>630</InitialHitpoints>
		<MaxHitpoints>630</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='85' name ='RiverEdgeFlow'>
		<DBID>591</DBID>
		<DisplayNameID>30159</DisplayNameID>
		<EditorNameID>30897</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>effects\river\river_edge_flow.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>630</InitialHitpoints>
		<MaxHitpoints>630</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='86' name ='CliffFoliageNE'>
		<DBID>612</DBID>
		<DisplayNameID>30339</DisplayNameID>
		<EditorNameID>30340</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\new_england\cliff_rock_ne.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='87' name ='RiverRocksLarge'>
		<DBID>638</DBID>
		<DisplayNameID>30889</DisplayNameID>
		<EditorNameID>30891</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\river\river_rocks_large.xml</AnimFile>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>OrientWithRiver</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='88' name ='ShallowRocksSmall'>
		<DBID>639</DBID>
		<DisplayNameID>30892</DisplayNameID>
		<EditorNameID>30893</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\river\shallow_rocks_small.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>OrientWithRiver</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id ='89' name ='ShallowRocksLarge'>
		<DBID>640</DBID>
		<DisplayNameID>30894</DisplayNameID>
		<EditorNameID>30895</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\river\shallow_rocks_large.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>OrientWithRiver</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='90' name ='ShallowFlow'>
		<DBID>641</DBID>
		<DisplayNameID>30900</DisplayNameID>
		<EditorNameID>30901</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>effects\river\shallow_flow.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>525</InitialHitpoints>
		<MaxHitpoints>525</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='91' name ='EaglesNest'>
		<DBID>642</DBID>
		<DisplayNameID>30908</DisplayNameID>
		<EditorNameID>30910</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\animals\eagle\eagles_nest.xml</AnimFile>
		<Icon>units\animals\eagle\eagle_icon_64x64</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='92' name ='Dynamite'>
		<DBID>695</DBID>
		<DisplayNameID>32275</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>20</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\dynamite.xml</AnimFile>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='93' name ='UnderbrushPampas'>
		<DBID>719</DBID>
		<DisplayNameID>32575</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\pampas\underbrush_pam.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='94' name ='RiverShallowsPam'>
		<DBID>720</DBID>
		<DisplayNameID>32600</DisplayNameID>
		<EditorNameID>32601</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\pampas\river_shallows_pam.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='95' name ='RiverObjectsPam'>
		<DBID>721</DBID>
		<DisplayNameID>32602</DisplayNameID>
		<EditorNameID>32603</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\pampas\river_objects_pam.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='96' name ='UnderbrushRockies'>
		<DBID>724</DBID>
		<DisplayNameID>32623</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\rockies\underbrush_roc.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='97' name ='UnderbrushRockiesSnow'>
		<DBID>725</DBID>
		<DisplayNameID>32624</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\rockies\underbrush_snow_roc.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='98' name ='SPCFlag'>
		<DBID>728</DBID>
		<DisplayNameID>32671</DisplayNameID>
		<EditorNameID>32672</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spc_flag\spc_flag.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='99' name ='UnderbrushCarolinas'>
		<DBID>733</DBID>
		<DisplayNameID>32705</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\carolinas\underbrush_car.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='100' name ='UnderbrushCarolinasMarsh'>
		<DBID>735</DBID>
		<DisplayNameID>32744</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\carolinas\underbrush_marsh_car.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id ='101' name ='UnderbrushCarolinasForest'>
		<DBID>736</DBID>
		<DisplayNameID>32745</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\carolinas\underbrush_forest_car.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='102' name ='SPCCasualties'>
		<DBID>752</DBID>
		<DisplayNameID>32941</DisplayNameID>
		<EditorNameID>32942</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\spc\casualties\casualties.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>OrientUnitWithGround</Flag>
	</Unit>
	<Unit id ='103' name ='SPCCasualtyCart'>
		<DBID>753</DBID>
		<DisplayNameID>32943</DisplayNameID>
		<EditorNameID>32944</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\spc\casualties\casualty_cart.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id ='104' name ='IGCStuartsHead'>
		<DBID>770</DBID>
		<DisplayNameID>33161</DisplayNameID>
		<EditorNameID>33162</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\spc\stuart_black\stuarts_head.xml</AnimFile>
		<Icon>units\spc\stuart_black\stuart_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\stuart_black\stuart_black_igc_icon</PortraitIcon>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='105' name ='CinematicBlockCube'>
		<DBID>773</DBID>
		<DisplayNameID>33278</DisplayNameID>
		<EditorNameID>33279</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\cinematic_blocks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='106' name ='SpyglassRevealer'>
		<DBID>775</DBID>
		<DisplayNameID>33287</DisplayNameID>
		<EditorNameID>33288</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<LOS>18</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id ='107' name ='IGCDynamiteKeg'>
		<DBID>776</DBID>
		<DisplayNameID>33304</DisplayNameID>
		<EditorNameID>33305</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\dynamite_keg\dynamite_keg.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='108' name ='ShorelinePlantCAR'>
		<DBID>778</DBID>
		<DisplayNameID>33317</DisplayNameID>
		<EditorNameID>33318</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\carolinas\shoreline_plant_car.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='109' name ='IGCGunpowderSparks'>
		<DBID>779</DBID>
		<DisplayNameID>33319</DisplayNameID>
		<EditorNameID>33320</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\spc\gunpowder_sparks\gunpowder_sparks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Immoveable</Flag>
	</Unit>
	<Unit id ='110' name ='IGCGunpowderTrail'>
		<DBID>780</DBID>
		<DisplayNameID>33321</DisplayNameID>
		<EditorNameID>33322</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\dynamite_keg\gunpowder_trail.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Immoveable</Flag>
	</Unit>
	<Unit id ='111' name ='UnderbrushYucatan'>
		<DBID>782</DBID>
		<DisplayNameID>33328</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\yucatan\underbrush_yuc.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='112' name ='GatherFlagEconomy'>
		<DBID>783</DBID>
		<DisplayNameID>33341</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>objects\gather_point_flags\gather_point_flag_economy.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuredByUnits</Flag>
	</Unit>
	<Unit id ='113' name ='GatherFlagMilitary'>
		<DBID>784</DBID>
		<DisplayNameID>33342</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>objects\gather_point_flags\gather_point_flag_military.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='114' name ='DuckFamily'>
		<DBID>805</DBID>
		<DisplayNameID>33670</DisplayNameID>
		<EditorNameID>33671</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<AnimFile>units\animals\duck\duck_family.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
	</Unit>
	<Unit id ='115' name ='SPCPathBlock1'>
		<DBID>812</DBID>
		<DisplayNameID>33736</DisplayNameID>
		<EditorNameID>33737</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\pathblock1.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DontMarkExtraFog</Flag>
	</Unit>
	<Unit id ='116' name ='SPCPathBlock2'>
		<DBID>813</DBID>
		<DisplayNameID>33738</DisplayNameID>
		<EditorNameID>33739</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\pathblock2.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DontMarkExtraFog</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='117' name ='SPCPathBlock3'>
		<DBID>814</DBID>
		<DisplayNameID>33740</DisplayNameID>
		<EditorNameID>33741</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\pathblock3.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DontMarkExtraFog</Flag>
	</Unit>
	<Unit id ='118' name ='Graves'>
		<DBID>815</DBID>
		<DisplayNameID>33754</DisplayNameID>
		<EditorNameID>33755</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\graves\graves.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id ='119' name ='TorchProjectile'>
		<DBID>822</DBID>
		<DisplayNameID>33808</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>20</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\torch_projectile.xml</AnimFile>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='120' name ='SPCFalcon'>
		<DBID>831</DBID>
		<DisplayNameID>34030</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\spc\warwick\spc_falcon.xml</AnimFile>
		<Icon>units\spc\warwick\igc_falcon_portrait</Icon>
		<PortraitIcon>units\spc\warwick\igc_falcon_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='121' name ='PropTurtles'>
		<DBID>832</DBID>
		<DisplayNameID>34032</DisplayNameID>
		<EditorNameID>34033</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\turtle\turtle.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='122' name ='PropFish'>
		<DBID>833</DBID>
		<DisplayNameID>34034</DisplayNameID>
		<EditorNameID>34035</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\bass_fish\bass_fish.xml</AnimFile>
		<Icon>units\animals\fish\bass_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\bass_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
	</Unit>
	<Unit id ='123' name ='PropSwan'>
		<DBID>834</DBID>
		<DisplayNameID>34036</DisplayNameID>
		<EditorNameID>34037</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\swan\swan.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='124' name ='PropKingfisher'>
		<DBID>835</DBID>
		<DisplayNameID>34038</DisplayNameID>
		<EditorNameID>34039</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\kingfisher\kingfisher.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='125' name ='PropEaglesRocks'>
		<DBID>838</DBID>
		<DisplayNameID>34077</DisplayNameID>
		<EditorNameID>34078</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\eagle\eagles_rocks.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Doppled</Flag>
	</Unit>
	<Unit id ='126' name ='PropVulturePerching'>
		<DBID>839</DBID>
		<DisplayNameID>34079</DisplayNameID>
		<EditorNameID>34080</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\vulture\vulture_perching.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Immoveable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='127' name ='ArrowFlaming'>
		<DBID>840</DBID>
		<DisplayNameID>34094</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\arrow_flaming.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='128' name ='SPCPopBlock'>
		<DBID>854</DBID>
		<DisplayNameID>34418</DisplayNameID>
		<EditorNameID>34419</EditorNameID>
		<PopulationCapAddition>15</PopulationCapAddition>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
	</Unit>
	<Unit id ='129' name ='UnderbrushCalifornia'>
		<DBID>859</DBID>
		<DisplayNameID>34444</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\california\underbrush_cal.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='130' name ='MapObjective'>
		<DBID>863</DBID>
		<DisplayNameID>34564</DisplayNameID>
		<EditorNameID>36700</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<LOS>12</LOS>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='131' name ='IGCShipwreck'>
		<DBID>876</DBID>
		<DisplayNameID>34655</DisplayNameID>
		<EditorNameID>34656</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>objects\spc\igc_shipwreck\igc_shipwreck.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Immoveable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>NavalUnit</Flag>
	</Unit>
	<Unit id ='132' name ='RiverPropsNWTerritory'>
		<DBID>877</DBID>
		<DisplayNameID>34659</DisplayNameID>
		<EditorNameID>34660</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\nwterritory\riverprops_nwt.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='133' name ='SPCDamagedProps'>
		<DBID>878</DBID>
		<DisplayNameID>34663</DisplayNameID>
		<EditorNameID>34664</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\props_colony_damaged\props_colony_damaged.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='134' name ='PropGrassFire'>
		<DBID>881</DBID>
		<DisplayNameID>34683</DisplayNameID>
		<EditorNameID>34685</EditorNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\fire\prop_grass_fire.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>630</InitialHitpoints>
		<MaxHitpoints>630</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='135' name ='PropGrassShort'>
		<DBID>882</DBID>
		<DisplayNameID>34687</DisplayNameID>
		<EditorNameID>34688</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\carolinas\grass_short.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='136' name ='PropDeadTree'>
		<DBID>883</DBID>
		<DisplayNameID>34691</DisplayNameID>
		<EditorNameID>34692</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\trees\tree_dead.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='137' name ='PropsCave'>
		<DBID>891</DBID>
		<DisplayNameID>34852</DisplayNameID>
		<EditorNameID>34853</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\cave\cave_props.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
	</Unit>
	<Unit id ='138' name ='IGCFlotsam'>
		<DBID>903</DBID>
		<DisplayNameID>34944</DisplayNameID>
		<EditorNameID>34945</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>objects\spc\igc_shipwreck\igc_flotsam.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='139' name ='SPCFixedGunBase'>
		<DBID>905</DBID>
		<DisplayNameID>34954</DisplayNameID>
		<EditorNameID>34955</EditorNameID>
		<ObstructionRadiusX>0</ObstructionRadiusX>
		<ObstructionRadiusZ>0</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fixed_gun\fixed_gun_base.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\fixed_gun\fixed_gun_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\fixed_gun\fixed_gun_portrait</PortraitIcon>
		<RolloverTextID>34953</RolloverTextID>
		<ShortRolloverTextID>34952</ShortRolloverTextID>
		<LOS>75</LOS>
		<Bounty>300</Bounty>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>CorpseDecays</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='140' name ='SPCFixedGunBaseRuins'>
		<DBID>907</DBID>
		<DisplayNameID>34981</DisplayNameID>
		<EditorNameID>34982</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fixed_gun\fixed_gun_base_ruins.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\fixed_gun\fixed_gun_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\fixed_gun\fixed_gun_portrait</PortraitIcon>
		<RolloverTextID>34980</RolloverTextID>
		<ShortRolloverTextID>34979</ShortRolloverTextID>
		<LOS>75</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>BuildingClass</UnitType>
		<Flag>DontFlattenGround</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Invulnerable</Flag>
		<Contain>AbstractVillager</Contain>
	</Unit>
	<Unit id ='141' name ='TownCenterObstruction'>
		<DBID>909</DBID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>6</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<LOS>0</LOS>
		<Flag>NonSolid</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DoesNotAutoAttack</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>HideFromHelp</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
	</Unit>
	<Unit id ='142' name ='Duck'>
		<DBID>917</DBID>
		<DisplayNameID>35278</DisplayNameID>
		<EditorNameID>35279</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<AnimFile>units\animals\duck\duck.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='143' name ='SPCAztecMap'>
		<DBID>928</DBID>
		<DisplayNameID>35608</DisplayNameID>
		<EditorNameID>35609</EditorNameID>
		<ObstructionRadiusX>14</ObstructionRadiusX>
		<ObstructionRadiusZ>18</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\aztec_courtyard\spc_aztec_map.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NonSolid</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>DoesNotAutoAttack</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ForceToGaia</Flag>
	</Unit>
	<Unit id ='144' name ='SPCDrydock'>
		<DBID>930</DBID>
		<DisplayNameID>35628</DisplayNameID>
		<EditorNameID>35629</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\dry_dock\spc_dry_dock.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\dock\dock_icon</Icon>
		<PortraitIcon>buildings\dock\dock_portrait</PortraitIcon>
		<RolloverTextID>35631</RolloverTextID>
		<ShortRolloverTextID>35632</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>14</LOS>
		<Bounty>150</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>SnapPlacement</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='145' name ='BuildingRubble3x3'>
		<DBID>931</DBID>
		<EditorNameID>35643</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_3x3.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<CorpseDecayDelay>2</CorpseDecayDelay>
		<Lifespan>15</Lifespan>
		<Decay delay ='0' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='146' name ='BuildingRubble4x4'>
		<DBID>932</DBID>
		<EditorNameID>35645</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_4x4.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<CorpseDecayDelay>2</CorpseDecayDelay>
		<Lifespan>15</Lifespan>
		<Decay delay ='0' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
	</Unit>
	<Unit id ='147' name ='BuildingRubble2x2'>
		<DBID>933</DBID>
		<EditorNameID>35665</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_2x2.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<CorpseDecayDelay>2</CorpseDecayDelay>
		<Lifespan>15</Lifespan>
		<Decay delay ='0' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='148' name ='BuildingRubble5x3'>
		<DBID>934</DBID>
		<EditorNameID>35667</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_5x3.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<CorpseDecayDelay>2</CorpseDecayDelay>
		<Lifespan>15</Lifespan>
		<Decay delay ='0' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
	</Unit>
	<Unit id ='149' name ='BuildingRubble5x5'>
		<DBID>935</DBID>
		<EditorNameID>35669</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_5x5.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<CorpseDecayDelay>2</CorpseDecayDelay>
		<Lifespan>15</Lifespan>
		<Decay delay ='0' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='150' name ='SPCDamagedCannons'>
		<DBID>937</DBID>
		<DisplayNameID>35729</DisplayNameID>
		<EditorNameID>35730</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\spc\damaged_cannons\damaged_cannons.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id ='151' name ='GatherFlagNaval'>
		<DBID>938</DBID>
		<DisplayNameID>35752</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>objects\gather_point_flags\gather_point_flag_naval.xml</AnimFile>
		<Icon>homecity\gatherpoint_flags\homecity_waterspawn_flag_icon</Icon>
		<PortraitIcon>homecity\gatherpoint_flags\homecity_waterspawn_flag_icon</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='152' name ='UnderbrushTexasGrass'>
		<DBID>952</DBID>
		<DisplayNameID>35955</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\texas\underbrush_grass_tex.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='153' name ='DuckFlock'>
		<DBID>953</DBID>
		<DisplayNameID>35981</DisplayNameID>
		<ObstructionRadiusX>0.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\duck\duck_flock.xml</AnimFile>
		<Icon>units\animals\elk\elk_icon_32x32</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='154' name ='CityStreets'>
		<DBID>956</DBID>
		<DisplayNameID>36109</DisplayNameID>
		<EditorNameID>36110</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\city\city_streets.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>SelectWithObstruction</Flag>
	</Unit>
	<Unit id ='155' name ='Hoop'>
		<DBID>957</DBID>
		<DisplayNameID>36173</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>20</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\hoop.xml</AnimFile>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='156' name ='PropBlizzard'>
		<DBID>958</DBID>
		<DisplayNameID>36203</DisplayNameID>
		<EditorNameID>36205</EditorNameID>
		<ObstructionRadiusX>8</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\BlizzardFX.xml</AnimFile>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>NoHPBar</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='157' name ='UnderbrushPatagoniaDirt'>
		<DBID>963</DBID>
		<DisplayNameID>36426</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\patagonia\underbrush_dirt_pat.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='158' name ='UnderbrushPatagoniaSnow'>
		<DBID>964</DBID>
		<DisplayNameID>36427</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\patagonia\underbrush_snow_pat.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='159' name ='SPCMudTrail'>
		<DBID>965</DBID>
		<DisplayNameID>36435</DisplayNameID>
		<EditorNameID>36436</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\spc_mud_trail.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>SelectWithObstruction</Flag>
	</Unit>
	<Unit id ='160' name ='StartledBirds'>
		<DBID>973</DBID>
		<DisplayNameID>36769</DisplayNameID>
		<EditorNameID>36771</EditorNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\spc\startledbirds.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>525</InitialHitpoints>
		<MaxHitpoints>525</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='161' name ='UnderbrushForest'>
		<DBID>975</DBID>
		<DisplayNameID>36868</DisplayNameID>
		<EditorNameID>36869</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_forest.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='162' name ='UnderbrushDesert'>
		<DBID>976</DBID>
		<DisplayNameID>36870</DisplayNameID>
		<EditorNameID>36871</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_desert.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='163' name ='UnderbrushCoast'>
		<DBID>977</DBID>
		<DisplayNameID>36872</DisplayNameID>
		<EditorNameID>36873</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_coast.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id ='164' name ='UnderbrushLake'>
		<DBID>978</DBID>
		<DisplayNameID>36874</DisplayNameID>
		<EditorNameID>36875</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_lake.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='165' name ='UnderbrushJungle'>
		<DBID>979</DBID>
		<DisplayNameID>36876</DisplayNameID>
		<EditorNameID>36877</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_jungle.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='166' name ='UnderbrushSnow'>
		<DBID>980</DBID>
		<DisplayNameID>36878</DisplayNameID>
		<EditorNameID>36879</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_snow.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='167' name ='MoveTo'>
		<DBID>982</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\waypoint_flag\moveto.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='168' name ='SPCRailwayProps'>
		<DBID>985</DBID>
		<DisplayNameID>37254</DisplayNameID>
		<EditorNameID>37255</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spc_railway\spc_railway_props.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='169' name ='SPCRails'>
		<DBID>986</DBID>
		<DisplayNameID>37258</DisplayNameID>
		<EditorNameID>37259</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spc_railway\spc_rails.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='170' name ='NativeTownObstruction'>
		<DBID>988</DBID>
		<DisplayNameID>41609</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<LOS>0</LOS>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DoesNotAutoAttack</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>HideFromHelp</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>OnlyInEditor</Flag>
	</Unit>
	<Unit id ='171' name ='SPCAztecProps'>
		<DBID>991</DBID>
		<DisplayNameID>37326</DisplayNameID>
		<EditorNameID>37327</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\aztec_props\spc_aztec_props.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='172' name ='SPCTrainParts'>
		<DBID>993</DBID>
		<DisplayNameID>37344</DisplayNameID>
		<EditorNameID>37345</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spc_railway\spc_trainparts.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='173' name ='RocketShell'>
		<DBID>994</DBID>
		<DisplayNameID>37462</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\rocket.xml</AnimFile>
		<Lifespan>5</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='174' name ='SMBuffaloCookpot'>
		<DBID>995</DBID>
		<DisplayNameID>37468</DisplayNameID>
		<EditorNameID>37469</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_buffalo_cookpot.xml</AnimFile>
		<AnimStateMachine>sm_buffalo_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='175' name ='SMBuffaloFence'>
		<DBID>996</DBID>
		<DisplayNameID>37470</DisplayNameID>
		<EditorNameID>37471</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_buffalo_fence.xml</AnimFile>
		<AnimStateMachine>sm_buffalo_fence</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='176' name ='SMBuffaloMixerPoker'>
		<DBID>997</DBID>
		<DisplayNameID>37472</DisplayNameID>
		<EditorNameID>37473</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_buffalo_mixer_poker.xml</AnimFile>
		<AnimStateMachine>sm_buffalo_mixer_poker</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='177' name ='SMBuffaloPickerSitting'>
		<DBID>998</DBID>
		<DisplayNameID>37474</DisplayNameID>
		<EditorNameID>37475</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_buffalo_picker_sitting.xml</AnimFile>
		<AnimStateMachine>sm_buffalo_picker_sitting</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='178' name ='SMBuffaloStoryTelling'>
		<DBID>999</DBID>
		<DisplayNameID>37476</DisplayNameID>
		<EditorNameID>37477</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_buffalo_story_telling.xml</AnimFile>
		<AnimStateMachine>sm_buffalo_story_telling</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='179' name ='SMNWCookpot'>
		<DBID>1000</DBID>
		<DisplayNameID>37478</DisplayNameID>
		<EditorNameID>37479</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_nw_cookpot.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='180' name ='SMNWFence'>
		<DBID>1001</DBID>
		<DisplayNameID>37484</DisplayNameID>
		<EditorNameID>37485</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_nw_fence.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='181' name ='SMNWMixerPoker'>
		<DBID>1002</DBID>
		<DisplayNameID>37486</DisplayNameID>
		<EditorNameID>37487</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_nw_mixer_poker.xml</AnimFile>
		<AnimStateMachine>sm_nw_mixer_poker</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='182' name ='SMNWPickerSitting'>
		<DBID>1003</DBID>
		<DisplayNameID>37488</DisplayNameID>
		<EditorNameID>37489</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_nw_picker_sitting.xml</AnimFile>
		<AnimStateMachine>sm_nw_picker_sitting</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='183' name ='SMNWStoryTelling'>
		<DBID>1004</DBID>
		<DisplayNameID>37490</DisplayNameID>
		<EditorNameID>37491</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_nw_story_telling.xml</AnimFile>
		<AnimStateMachine>sm_nw_story_telling</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='184' name ='SMIncanCookpot'>
		<DBID>1005</DBID>
		<DisplayNameID>37492</DisplayNameID>
		<EditorNameID>37493</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_incan_cookpot.xml</AnimFile>
		<AnimStateMachine>sm_incan_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='185' name ='SMIncanFence'>
		<DBID>1006</DBID>
		<DisplayNameID>37494</DisplayNameID>
		<EditorNameID>37495</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_incan_fence.xml</AnimFile>
		<AnimStateMachine>sm_incan_fence</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='186' name ='SMIncanMixerPoker'>
		<DBID>1007</DBID>
		<DisplayNameID>37496</DisplayNameID>
		<EditorNameID>37497</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_incan_mixer_poker.xml</AnimFile>
		<AnimStateMachine>sm_incan_mixer_poker</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='187' name ='SMIncanPickerSitting'>
		<DBID>1008</DBID>
		<DisplayNameID>37498</DisplayNameID>
		<EditorNameID>37499</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_incan_picker_sitting.xml</AnimFile>
		<AnimStateMachine>sm_incan_picker_sitting</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='188' name ='SMIncanStoryTelling'>
		<DBID>1009</DBID>
		<DisplayNameID>37500</DisplayNameID>
		<EditorNameID>37501</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_incan_story_telling.xml</AnimFile>
		<AnimStateMachine>sm_incan_story_telling</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='189' name ='SMTupiCookpot'>
		<DBID>1010</DBID>
		<DisplayNameID>37502</DisplayNameID>
		<EditorNameID>37503</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_tupi_cookpot.xml</AnimFile>
		<AnimStateMachine>sm_tupi_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='190' name ='SMTupiFence'>
		<DBID>1011</DBID>
		<DisplayNameID>37504</DisplayNameID>
		<EditorNameID>37505</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_tupi_fence.xml</AnimFile>
		<AnimStateMachine>sm_tupi_fence</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='191' name ='SMTupiMixerPoker'>
		<DBID>1012</DBID>
		<DisplayNameID>37506</DisplayNameID>
		<EditorNameID>37507</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_tupi_mixer_poker.xml</AnimFile>
		<AnimStateMachine>sm_tupi_mixer_poker</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='192' name ='SMTupiPickerSitting'>
		<DBID>1013</DBID>
		<DisplayNameID>37508</DisplayNameID>
		<EditorNameID>37509</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_tupi_picker_sitting.xml</AnimFile>
		<AnimStateMachine>sm_tupi_picker_sitting</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='193' name ='SMTupiStoryTelling'>
		<DBID>1014</DBID>
		<DisplayNameID>37510</DisplayNameID>
		<EditorNameID>37511</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_tupi_story_telling.xml</AnimFile>
		<AnimStateMachine>sm_tupi_story_telling</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='194' name ='Knife'>
		<DBID>1038</DBID>
		<DisplayNameID>42367</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\knife.xml</AnimFile>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='195' name ='Tomahawk'>
		<DBID>1039</DBID>
		<DisplayNameID>42395</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\tomahawk.xml</AnimFile>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='196' name ='SPCPropClubman'>
		<DBID>1041</DBID>
		<EditorNameID>42408</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\clubman.xml</AnimFile>
		<InitialHitpoints>100</InitialHitpoints>
		<MaxHitpoints>100</MaxHitpoints>
		<LOS>12</LOS>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotSelectable</Flag>
		<Tactics>predatorHandInfantry.tactics</Tactics>
	</Unit>
	<Unit id ='197' name ='SPCPropRifleman'>
		<DBID>1042</DBID>
		<EditorNameID>42412</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\rifleman.xml</AnimFile>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NotSelectable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Tactics>predatorRifle.tactics</Tactics>
	</Unit>
	<Unit id ='198' name ='GreatBombardBall'>
		<DBID>1047</DBID>
		<DisplayNameID>42965</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\great_bombard_ball.xml</AnimFile>
		<Lifespan>6</Lifespan>
		<LOS>0</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='199' name ='RussianGreatCannonBall'>
		<DBID>1048</DBID>
		<DisplayNameID>42966</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\spc_russian_great_cannonball.xml</AnimFile>
		<Lifespan>6</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='200' name ='BuildingRubbleCabinNugget'>
		<DBID>1050</DBID>
		<EditorNameID>43021</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\abandoned_cabin\abandoned_cabin_dead.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<CorpseDecayDelay>2</CorpseDecayDelay>
		<Lifespan>15</Lifespan>
		<Decay delay ='0' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='201' name ='BuildingRubble6x6'>
		<DBID>1051</DBID>
		<EditorNameID>43029</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_6x6.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<CorpseDecayDelay>2</CorpseDecayDelay>
		<Lifespan>15</Lifespan>
		<Decay delay ='0' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='202' name ='IGCFishingBoat'>
		<DBID>1052</DBID>
		<EditorNameID>43061</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6</TurnRate>
		<AnimFile>units\naval\fishing_ship\igc_fishing_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>Stop</Command>
		<Tactics>fishingboat.tactics</Tactics>
	</Unit>
	<Unit id ='203' name ='IGCGreatBombard'>
		<DBID>1053</DBID>
		<EditorNameID>43065</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>2</TurnRate>
		<AnimFile>units\artillery\great_bombard\igc_great_bombard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<InitialHitpoints>550</InitialHitpoints>
		<MaxHitpoints>550</MaxHitpoints>
		<LOS>50</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>133</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>700</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>IGCgreatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>48</MaxRange>
			<ROF>4</ROF>
			<DamageCap>800</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>5</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='204' name ='Condor'>
		<DBID>1054</DBID>
		<DisplayNameID>43114</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\condor\condor.xml</AnimFile>
		<Icon>units\animals\condor\condor_icon_64x64</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='205' name ='Parrot'>
		<DBID>1055</DBID>
		<DisplayNameID>43116</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\macaw\parrot.xml</AnimFile>
		<Icon>units\animals\macaw\macaw_icon_64x64</Icon>
		<PortraitIcon>units\animals\macaw\macaw_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='206' name ='Seagull'>
		<DBID>1056</DBID>
		<DisplayNameID>43117</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\seagull\seagull.xml</AnimFile>
		<Icon>units\animals\macaw\macaw_icon_64x64</Icon>
		<PortraitIcon>units\animals\macaw\macaw_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='207' name ='InvisibleProjectileNoTracer'>
		<DBID>1071</DBID>
		<DisplayNameID>43316</DisplayNameID>
		<EditorNameID>43317</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60</MaxVelocity>
		<MovementType>air</MovementType>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='208' name ='MediocreBombardBall'>
		<DBID>1072</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>10</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\animals\capybara\capybara.xml</AnimFile>
		<Lifespan>6</Lifespan>
		<LOS>0</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='209' name ='LazerBeam'>
		<DBID>1073</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\laserbeam.xml</AnimFile>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
	</Unit>
	<Unit id ='210' name ='TestObject2'>
		<DBID>1098</DBID>
		<DisplayNameID>43629</DisplayNameID>
		<EditorNameID>43630</EditorNameID>
		<AnimFile>buildings\test_object\test_object.xml</AnimFile>
		<Icon>ui\Buildings\house_icon</Icon>
		<PortraitIcon>ui\Buildings\house_portrait</PortraitIcon>
		<LOS>0</LOS>
	</Unit>
	<Unit id ='211' name ='BigPropPaintedDesert'>
		<DBID>1170</DBID>
		<DisplayNameID>45285</DisplayNameID>
		<EditorNameID>45286</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\painteddesert\bigprop_painteddesert.xml</AnimFile>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id ='212' name ='PropWallPost'>
		<DBID>1171</DBID>
		<DisplayNameID>45317</DisplayNameID>
		<EditorNameID>45318</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_civs\wall\wall_post.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='213' name ='UnderbrushAraucania'>
		<DBID>1194</DBID>
		<DisplayNameID>45627</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_ar.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='214' name ='ArrowCanoe'>
		<DBID>1198</DBID>
		<DisplayNameID>45807</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\arrow.xml</AnimFile>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='215' name ='SPCXPSplitRailFence'>
		<DBID>1200</DBID>
		<DisplayNameID>45813</DisplayNameID>
		<EditorNameID>45814</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\fence\ne_fence.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='216' name ='xpChiefPower'>
		<DBID>1220</DBID>
		<DisplayNameID>46147</DisplayNameID>
		<EditorNameID>46148</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>effects\Chiefpower\chiefpower.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='217' name ='SPCXPSplitRailStraight'>
		<DBID>1227</DBID>
		<DisplayNameID>46253</DisplayNameID>
		<EditorNameID>46254</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\fence\ne_fence_straight.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='218' name ='SPCFlagKevin'>
		<DBID>1260</DBID>
		<DisplayNameID>46751</DisplayNameID>
		<EditorNameID>46752</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spc_flag\spc_flag_kevin.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NotSearchable</Flag>
	</Unit>
	<Unit id ='219' name ='BankWagon'>
		<DBID>1267</DBID>
		<DisplayNameID>46898</DisplayNameID>
		<EditorNameID>46899</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_bank.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\bank_wagon_icon</Icon>
		<PortraitIcon>ui\units\bank_wagon_portrait</PortraitIcon>
		<RolloverTextID>46897</RolloverTextID>
		<ShortRolloverTextID>46896</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Train row ='0' page ='6' column ='0'>Bank</Train>
		<Train row ='0' page ='6' column ='0'>ypBankAsian</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Bank'>3</Rate>
			<Rate type ='ypBankAsian'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='220' name ='RiverObjectsOri'>
		<DBID>1275</DBID>
		<DisplayNameID>47268</DisplayNameID>
		<EditorNameID>47269</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\orinoco\river_objects_ori.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='221' name ='RiverShallowsOri'>
		<DBID>1276</DBID>
		<DisplayNameID>47270</DisplayNameID>
		<EditorNameID>47271</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\orinoco\river_shallows_ori.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='222' name ='IGCTumblingKeg'>
		<DBID>1290</DBID>
		<DisplayNameID>48817</DisplayNameID>
		<EditorNameID>48818</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\dynamite_keg\tumbling_keg.xml</AnimFile>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='223' name ='Blowdart'>
		<DBID>1292</DBID>
		<DisplayNameID>48948</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\attachments\blowgun_dart.xml</AnimFile>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='224' name ='PropsPlymouth'>
		<DBID>1308</DBID>
		<DisplayNameID>60049</DisplayNameID>
		<EditorNameID>60050</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\props_plymouth.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='225' name ='PropsTable'>
		<DBID>1309</DBID>
		<DisplayNameID>60051</DisplayNameID>
		<EditorNameID>60052</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\props_table.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='226' name ='PropsHUGEPumpkin'>
		<DBID>1310</DBID>
		<DisplayNameID>60053</DisplayNameID>
		<EditorNameID>60054</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\props_HUGE_turkey.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
	</Unit>
	<Unit id ='227' name ='UnderbrushDeccan'>
		<DBID>1470</DBID>
		<DisplayNameID>62073</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_deccan.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='228' name ='ypSMDeccanAccessory'>
		<DBID>1504</DBID>
		<DisplayNameID>62512</DisplayNameID>
		<EditorNameID>62513</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_deccan_accessory.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='229' name ='ypBarHeadedGoose'>
		<DBID>1505</DBID>
		<DisplayNameID>62514</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\bar_headed_goose\bar_headed_goose.xml</AnimFile>
		<Icon>units\animals\bar_headed_goose\nature_bar_headed_goose_icon_64</Icon>
		<PortraitIcon>units\animals\bar_headed_goose\nature_bar_headed_goose_icon_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='230' name ='ypBarHeadedGooseFlock'>
		<DBID>1506</DBID>
		<DisplayNameID>62515</DisplayNameID>
		<ObstructionRadiusX>0.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5000</ObstructionRadiusZ>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\bar_headed_goose\bar_headed_goose_flock.xml</AnimFile>
		<Icon>units\animals\bar_headed_goose\nature_bar_headed_goose_icon_64</Icon>
		<PortraitIcon>units\animals\bar_headed_goose\nature_bar_headed_goose_icon_portrait</PortraitIcon>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
	</Unit>
	<Unit id ='231' name ='ypBuildingRubbleShrineNugget'>
		<DBID>1524</DBID>
		<EditorNameID>62709</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_shrine\abandoned_shrine_dead.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<CorpseDecayDelay>2</CorpseDecayDelay>
		<Lifespan>15</Lifespan>
		<Decay delay ='0' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='232' name ='ypSMBhaktiMan'>
		<DBID>1546</DBID>
		<DisplayNameID>62892</DisplayNameID>
		<EditorNameID>62893</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_bhakti_man.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='233' name ='ypSMBhaktiGuy'>
		<DBID>1547</DBID>
		<DisplayNameID>62894</DisplayNameID>
		<EditorNameID>62895</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_bhakti_guy.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='234' name ='ypSMBhaktiWoman'>
		<DBID>1548</DBID>
		<DisplayNameID>62896</DisplayNameID>
		<EditorNameID>62897</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_bhakti_woman.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='235' name ='ypSMBhaktiLady'>
		<DBID>1549</DBID>
		<DisplayNameID>62898</DisplayNameID>
		<EditorNameID>62899</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_bhakti_lady.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='236' name ='ypSMUdasiGuy'>
		<DBID>1550</DBID>
		<DisplayNameID>62900</DisplayNameID>
		<EditorNameID>62901</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_udasi_guy.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='237' name ='ypSMUdasiMan'>
		<DBID>1551</DBID>
		<DisplayNameID>62902</DisplayNameID>
		<EditorNameID>62903</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_udasi_man.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='238' name ='ypSMUdasiWoman'>
		<DBID>1552</DBID>
		<DisplayNameID>62904</DisplayNameID>
		<EditorNameID>62905</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_udasi_woman.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='239' name ='ypSMUdasiLady'>
		<DBID>1553</DBID>
		<DisplayNameID>62906</DisplayNameID>
		<EditorNameID>62907</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_udasi_lady.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='240' name ='ypBuildingRubbleShrineNuggetJapanese'>
		<DBID>1559</DBID>
		<EditorNameID>62976</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_shrine\abandoned_shrine_dead_japanese.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<CorpseDecayDelay>2</CorpseDecayDelay>
		<Lifespan>15</Lifespan>
		<Decay delay ='0' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='241' name ='ypBuildingRubbleShrineNuggetChinese'>
		<DBID>1577</DBID>
		<EditorNameID>63376</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_shrine_chinese\abandoned_shrine_dead_chinese.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<CorpseDecayDelay>2</CorpseDecayDelay>
		<Lifespan>15</Lifespan>
		<Decay delay ='0' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='242' name ='ypSMShaolinAccessory'>
		<DBID>1578</DBID>
		<DisplayNameID>63377</DisplayNameID>
		<EditorNameID>63378</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_shaolin_accessory.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='243' name ='ypSMZenAccessory'>
		<DBID>1579</DBID>
		<DisplayNameID>63379</DisplayNameID>
		<EditorNameID>63380</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_zen_accessory.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='244' name ='ypSMShaolinGuy'>
		<DBID>1580</DBID>
		<DisplayNameID>63381</DisplayNameID>
		<EditorNameID>63382</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_shaolin_guy.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='245' name ='ypSMShaolinMan'>
		<DBID>1581</DBID>
		<DisplayNameID>63383</DisplayNameID>
		<EditorNameID>63384</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_shaolin_man.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='246' name ='ypSMShaolinLady'>
		<DBID>1582</DBID>
		<DisplayNameID>63385</DisplayNameID>
		<EditorNameID>63386</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_shaolin_lady.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='247' name ='ypSMShaolinWoman'>
		<DBID>1583</DBID>
		<DisplayNameID>63387</DisplayNameID>
		<EditorNameID>63388</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_shaolin_woman.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='248' name ='ypSMZenGuy'>
		<DBID>1584</DBID>
		<DisplayNameID>63389</DisplayNameID>
		<EditorNameID>63390</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_zen_guy.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='249' name ='ypSMZenMan'>
		<DBID>1585</DBID>
		<DisplayNameID>63391</DisplayNameID>
		<EditorNameID>63392</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_zen_man.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='250' name ='ypSMZenWoman'>
		<DBID>1586</DBID>
		<DisplayNameID>63393</DisplayNameID>
		<EditorNameID>63394</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_zen_woman.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='251' name ='ypSMZenLady'>
		<DBID>1587</DBID>
		<DisplayNameID>63395</DisplayNameID>
		<EditorNameID>63396</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_zen_lady.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='252' name ='ypNuggetHideout'>
		<DBID>1588</DBID>
		<DisplayNameID>63399</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\hideout\hideout.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>63398</RolloverTextID>
		<ShortRolloverTextID>63397</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
	</Unit>
	<Unit id ='253' name ='UnderbrushYellowRiver'>
		<DBID>1615</DBID>
		<DisplayNameID>63674</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_yellow_river.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='254' name ='ypBuildingRubbleTowerNugget'>
		<DBID>1617</DBID>
		<EditorNameID>63678</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_tower\abandoned_tower_dead.xml</AnimFile>
		<CorpseDecalTime>0</CorpseDecalTime>
		<CorpseDecayDelay>2</CorpseDecayDelay>
		<Lifespan>15</Lifespan>
		<Decay delay ='0' duration ='2.0000'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DestroyUnderBuilding</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>FadeInOnBuild</Flag>
		<Flag>AlphaFadeLifespan</Flag>
	</Unit>
	<Unit id ='255' name ='ypSMJesuitAccessory'>
		<DBID>1688</DBID>
		<DisplayNameID>64540</DisplayNameID>
		<EditorNameID>64541</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_jesuit_accessory.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<Icon>units\asians\natives\jesuit\unit_jesuit_icon_64</Icon>
		<PortraitIcon>units\asians\natives\jesuit\unit_jesuit_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='256' name ='ypSMZenAccessorySnow'>
		<DBID>1689</DBID>
		<DisplayNameID>64542</DisplayNameID>
		<EditorNameID>64543</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_zen_accessory_snow.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='257' name ='ypSMSufiAccessory'>
		<DBID>1690</DBID>
		<DisplayNameID>64544</DisplayNameID>
		<EditorNameID>64545</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_sufi_accessory.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='258' name ='ypSMJesuitGuy'>
		<DBID>1691</DBID>
		<DisplayNameID>64546</DisplayNameID>
		<EditorNameID>64547</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_jesuit_guy.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\asians\natives\jesuit\unit_jesuit_icon_64</Icon>
		<PortraitIcon>units\asians\natives\jesuit\unit_jesuit_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='259' name ='ypSMJesuitLady'>
		<DBID>1692</DBID>
		<DisplayNameID>64548</DisplayNameID>
		<EditorNameID>64549</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_jesuit_lady.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\asians\natives\jesuit\unit_jesuit_icon_64</Icon>
		<PortraitIcon>units\asians\natives\jesuit\unit_jesuit_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='260' name ='ypSMJesuitMan'>
		<DBID>1693</DBID>
		<DisplayNameID>64550</DisplayNameID>
		<EditorNameID>64551</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_jesuit_man.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\asians\natives\jesuit\unit_jesuit_icon_64</Icon>
		<PortraitIcon>units\asians\natives\jesuit\unit_jesuit_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='261' name ='ypSMJesuitWoman'>
		<DBID>1694</DBID>
		<DisplayNameID>64552</DisplayNameID>
		<EditorNameID>64553</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_jesuit_woman.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\asians\natives\jesuit\unit_jesuit_icon_64</Icon>
		<PortraitIcon>units\asians\natives\jesuit\unit_jesuit_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='262' name ='ypSMSufiGuy'>
		<DBID>1695</DBID>
		<DisplayNameID>64554</DisplayNameID>
		<EditorNameID>64555</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_sufi_guy.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='263' name ='ypSMSufiLady'>
		<DBID>1696</DBID>
		<DisplayNameID>64557</DisplayNameID>
		<EditorNameID>64558</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_sufi_lady.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='264' name ='ypSMSufiMan'>
		<DBID>1697</DBID>
		<DisplayNameID>64560</DisplayNameID>
		<EditorNameID>64561</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_sufi_man.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='265' name ='ypSMSufiWoman'>
		<DBID>1698</DBID>
		<DisplayNameID>64562</DisplayNameID>
		<EditorNameID>64563</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_sufi_woman.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='266' name ='ShorelineRockBigCJ'>
		<DBID>1795</DBID>
		<DisplayNameID>65011</DisplayNameID>
		<EditorNameID>65012</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\coastal_japan\shoreline_rock_big_cj.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='267' name ='ShorelineRockSmallCJ'>
		<DBID>1796</DBID>
		<DisplayNameID>65013</DisplayNameID>
		<EditorNameID>65014</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\coastal_japan\shoreline_rock_small_cj.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id ='268' name ='UnderbrushCoastalJapan'>
		<DBID>1805</DBID>
		<DisplayNameID>65061</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_coastal_japan.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='269' name ='UnderbrushBorneo'>
		<DBID>1883</DBID>
		<DisplayNameID>65998</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_borneo.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='270' name ='UnderbrushCeylon'>
		<DBID>1884</DBID>
		<DisplayNameID>65999</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_ceylon.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='271' name ='UnderbrushMongolia'>
		<DBID>1885</DBID>
		<DisplayNameID>66000</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_mongolia.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='272' name ='UnderbrushHimalayas'>
		<DBID>1886</DBID>
		<DisplayNameID>66001</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\underbrush\underbrush_himalayas.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyUnderBuilding</Flag>
	</Unit>
	<Unit id ='273' name ='ypChakram'>
		<DBID>1936</DBID>
		<DisplayNameID>66401</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>20</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\chakram.xml</AnimFile>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='274' name ='ypSMJesuitPeasants'>
		<DBID>2033</DBID>
		<DisplayNameID>68789</DisplayNameID>
		<EditorNameID>68790</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\sm_jesuit_peasants.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<Icon>units\asians\natives\jesuit\unit_jesuit_icon_64</Icon>
		<PortraitIcon>units\asians\natives\jesuit\unit_jesuit_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='275' name ='ypNuggetTradingPost'>
		<DBID>2090</DBID>
		<DisplayNameID>69624</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\trading_post_nugget\trading_post_nugget.xml</AnimFile>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
	</Unit>
	<Unit id ='276' name ='ypPopBlock'>
		<DBID>2091</DBID>
		<DisplayNameID>69628</DisplayNameID>
		<EditorNameID>69629</EditorNameID>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
	</Unit>
	<Unit id ='277' name ='ypSPCSaltpeterAccessory'>
		<DBID>2099</DBID>
		<DisplayNameID>69787</DisplayNameID>
		<EditorNameID>69788</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\asian_civs\spc\saltpeter_site\saltpeter_accessories.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<Icon>buildings\native_settlement\indian_native_site_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\indian_native_site_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='278' name ='ypCrow'>
		<DBID>2103</DBID>
		<DisplayNameID>69852</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\crow.xml</AnimFile>
		<Lifespan>6</Lifespan>
		<LOS>0</LOS>
		<Decay delay ='0' duration ='0'></Decay>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='279' name ='ypFlamingArrowAmmo'>
		<DBID>2104</DBID>
		<DisplayNameID>69942</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\flamingArrow.xml</AnimFile>
		<Lifespan>6</Lifespan>
		<LOS>0</LOS>
		<Decay delay ='0' duration ='0'></Decay>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='280' name ='ypSMShaolinDisciples'>
		<DBID>2105</DBID>
		<DisplayNameID>69943</DisplayNameID>
		<EditorNameID>69944</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\native_settlement\shaolin_monastery_disciples.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='281' name ='ypSMSaltpeterElephant'>
		<DBID>2112</DBID>
		<DisplayNameID>69996</DisplayNameID>
		<EditorNameID>69997</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>10</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\saltpeter_site\saltpeter_elephant.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\animals\wild_elephant\elephant_icon_64</Icon>
		<PortraitIcon>units\animals\wild_elephant\elephant_icon_portrait</PortraitIcon>
		<TrainPoints>0</TrainPoints>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>
		<Cost resourcetype ='Food'>500</Cost>
		<Cost resourcetype ='Wood'>500</Cost>
		<ResourceSubType>Gold</ResourceSubType>
		<InitialResource resourcetype ='Gold'>5000</InitialResource>
		<MinimapColor red ='0.7700' blue ='0.0100' green ='0.6700'></MinimapColor>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>30</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>MinedResource</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='282' name ='ypSMSaltpeterMan'>
		<DBID>2113</DBID>
		<DisplayNameID>69998</DisplayNameID>
		<EditorNameID>69999</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\asian_civs\spc\saltpeter_site\saltpeter_man.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id ='283' name ='ypShuriken'>
		<DBID>2134</DBID>
		<DisplayNameID>70297</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>35</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\shuriken.xml</AnimFile>
		<Lifespan>2</Lifespan>
		<LOS>0</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='284' name ='Settler'>
		<DBID>1</DBID>
		<DisplayNameID>22806</DisplayNameID>
		<EditorNameID>34132</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\villagers\villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>22814</RolloverTextID>
		<ShortRolloverTextID>25708</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata2</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='2'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='House'>1</Rate>
			<Rate type ='Church'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.340000</Rate>
			<Rate type ='ypGroveBuilding'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='285' name ='Pikeman'>
		<DBID>2</DBID>
		<DisplayNameID>22807</DisplayNameID>
		<EditorNameID>25026</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\pikeman\pikeman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\pikeman\pikeman_icon</Icon>
		<PortraitIcon>units\infantry\pikeman\pikeman_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>22813</RolloverTextID>
		<ShortRolloverTextID>25696</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27</TrainPoints>
		<Bounty>8</Bounty>
		<BuildBounty>8</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='286' name ='Musketeer'>
		<DBID>3</DBID>
		<DisplayNameID>22805</DisplayNameID>
		<EditorNameID>25023</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\musketeer\musketeer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\musketeer\musketeer_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon>
		<RolloverTextID>22812</RolloverTextID>
		<ShortRolloverTextID>25669</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='287' name ='Mill'>
		<DBID>4</DBID>
		<DisplayNameID>22804</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\mill\mill.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>buildings\mill\mill_icon</Icon>
		<PortraitIcon>buildings\mill\mill_portrait</PortraitIcon>
		<RolloverTextID>22811</RolloverTextID>
		<ShortRolloverTextID>25665</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>160</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>400</Cost>
		<CarryCapacity resourcetype ='Food'>100</CarryCapacity>
		<InitialResource resourcetype ='Food'>999</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>10</GathererLimit>
		<BuilderLimit>10</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='1' page ='1' column ='0'>SeedDrill</Tech>
		<Tech row ='1' page ='1' column ='0'>ArtificialFertilizer</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>mill.tactics</Tactics>
	</Unit>
	<Unit id ='288' name ='Explorer'>
		<DBID>9</DBID>
		<DisplayNameID>22824</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\explorers\explorer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\explorers\explorer_portrait</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\explorers\explorer_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>22823</RolloverTextID>
		<ShortRolloverTextID>25633</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Flag>HeroName2</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>explorer.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='MercType2'>0.010000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>50</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>200</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='MercType2'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='289' name ='Caravel'>
		<DBID>10</DBID>
		<DisplayNameID>22826</DisplayNameID>
		<EditorNameID>25489</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\caravel_ship\caravel_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\caravel_ship\caravel_ship_icon</Icon>
		<PortraitIcon>units\naval\caravel_ship\caravel_ship_portrait</PortraitIcon>
		<RolloverTextID>22830</RolloverTextID>
		<ShortRolloverTextID>25618</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractFish'>0.670000</Rate>
			<Rate type ='AbstractWhale'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>75</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>150</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='290' name ='Sheep'>
		<DBID>11</DBID>
		<DisplayNameID>22829</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>3</IdleTimeout>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\sheep\sheep.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\sheep\sheep_icon_64</Icon>
		<PortraitIcon>units\animals\sheep\sheep_icon_portrait</PortraitIcon>
		<RolloverTextID>22828</RolloverTextID>
		<ShortRolloverTextID>25709</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0</Bounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>300</CarryCapacity>
		<InitialResource resourcetype ='Food'>50</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<Flag>CivSpecificText</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.080000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='LivestockPen'>0.5</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='ypVillage'>0.5</Rate>
			<Rate type ='YPLivestockPenAsian'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type ='ypSacredField'>0.140000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.110000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='291' name ='Bison'>
		<DBID>12</DBID>
		<DisplayNameID>22832</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\bison\bison.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bison\bison_icon_64</Icon>
		<PortraitIcon>units\animals\bison\bison_icon_portrait</PortraitIcon>
		<RolloverTextID>22844</RolloverTextID>
		<ShortRolloverTextID>25612</ShortRolloverTextID>
		<InitialHitpoints>30</InitialHitpoints>
		<MaxHitpoints>30</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
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		<Cost resourcetype ='Wood'>250</Cost>
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		<AllowedAge>0</AllowedAge>
		<SocketUnitType>TradePostSocket</SocketUnitType>
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		<BuilderLimit>8</BuilderLimit>
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		<Flag>CollidesWithProjectiles</Flag>
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			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
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		<Flag>PaintTextureWhenPlacing</Flag>
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		<PhysicsInfo>house</PhysicsInfo>
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		<UnitType>LogicalTypeValidSabotage</UnitType>
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		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
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		<Flag>ShowGarrisonButton</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>StartingColonyBuilding</Flag>
		<Flag>ColonyPlacementCenter</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Command page ='0' column ='3'>Levy</Command>
		<Command page ='10' column ='3'>TownBell</Command>
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		<Command page ='10' column ='3'>ReturnToWork</Command>
		<Command page ='0' column ='4'>Conscription</Command>
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		<Command page ='10' column ='1'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='0' column ='5'>RansomExplorer</Command>
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		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='295' name ='FishSalmon'>
		<DBID>17</DBID>
		<DisplayNameID>22843</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\salmon.xml</AnimFile>
		<Icon>units\animals\fish\salmon_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\salmon_portrait</PortraitIcon>
		<RolloverTextID>22842</RolloverTextID>
		<ShortRolloverTextID>25637</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>AbstractFish</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='296' name ='Barracks'>
		<DBID>18</DBID>
		<DisplayNameID>22847</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\barracks\barracks.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\barracks\barracks_icon</Icon>
		<PortraitIcon>buildings\barracks\barracks_portraits</PortraitIcon>
		<RolloverTextID>22846</RolloverTextID>
		<ShortRolloverTextID>25610</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>0</Cost>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractBarracks2</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
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		<Tech row ='0' page ='1' column ='4'>ImperialRedcoat</Tech>
		<Tech row ='0' page ='1' column ='4'>GuardMusketeers</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='2'>VeteranDopplesoldners</Tech>
		<Tech row ='0' page ='1' column ='4'>VeteranJanissaries</Tech>
		<Tech row ='0' page ='1' column ='2'>VeteranRodeleros</Tech>
		<Tech row ='0' page ='1' column ='1'>VeteranPikemen</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialEspada</Tech>
		<Tech row ='0' page ='1' column ='4'>VeteranMusketeers</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialNeedleGun</Tech>
		<Tech row ='0' page ='1' column ='5'>GuardSkirmishers</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranCrossbowmen</Tech>
		<Tech row ='0' page ='1' column ='2'>RGNassausLinearTactics</Tech>
		<Tech row ='0' page ='1' column ='5'>GuardCacadores</Tech>
		<Tech row ='0' page ='1' column ='5'>RGVoltigeur</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardRodeleros</Tech>
		<Tech row ='0' page ='1' column ='1'>RGTercio</Tech>
		<Tech row ='0' page ='1' column ='4'>RGRedcoats</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialDopplesoldner</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialJanissaries</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialSkirmishers</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialVoltigeur</Tech>
		<Tech row ='0' page ='1' column ='5'>RGPrussianNeedleGun</Tech>
		<Tech row ='0' page ='1' column ='4'>GuardJanissaries</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='2'>RGEspadachins</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialTercio</Tech>
		<Tech row ='0' page ='1' column ='4'>RGGuerreiros</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialCacadores</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialMusketeers</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardDopplesoldners</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialGuerreiros</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id ='297' name ='Dock'>
		<DBID>23</DBID>
		<DisplayNameID>22914</DisplayNameID>
		<EditorNameID>27947</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<AnimFile>buildings\dock\dock.xml</AnimFile>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dock</PhysicsInfo>
		<PlacementFile>dock.xml</PlacementFile>
		<Icon>buildings\dock\dock_icon</Icon>
		<PortraitIcon>buildings\dock\dock_portrait</PortraitIcon>
		<RolloverTextID>42013</RolloverTextID>
		<ShortRolloverTextID>25627</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>34</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>80</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractDock</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>FishingBoat</Train>
		<Train row ='0' page ='0' column ='1'>Caravel</Train>
		<Train row ='0' page ='0' column ='1'>Galley</Train>
		<Train row ='0' page ='0' column ='2'>Galleon</Train>
		<Train row ='0' page ='0' column ='3'>Frigate</Train>
		<Train row ='0' page ='0' column ='4'>Monitor</Train>
		<Train row ='0' page ='0' column ='5'>SPCFireship</Train>
		<Train row ='0' page ='0' column ='2'>Fluyt</Train>
		<Train row ='0' page ='0' column ='6'>Canoe</Train>
		<Train row ='0' page ='0' column ='7'>xpWarCanoe</Train>
		<Train row ='0' page ='0' column ='8'>xpTlalocCanoe</Train>
		<Train row ='0' page ='0' column ='6'>ypWokouJunk</Train>
		<Train row ='0' page ='0' column ='6'>ypMarathanCatamaran</Train>
		<Tech row ='0' page ='1' column ='3'>ImperialManOWar</Tech>
		<Tech row ='0' page ='1' column ='0'>GillNets</Tech>
		<Tech row ='0' page ='1' column ='0'>LongLines</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialMonitors</Tech>
		<Tech row ='0' page ='2' column ='0'>BigDockFlamingArrows</Tech>
		<Tech row ='0' page ='2' column ='0'>BigDockRawhideCovers</Tech>
		<Tech row ='0' page ='2' column ='0'>BigDockCipactli</Tech>
		<Tech row ='0' page ='1' column ='1'>ArmorPlating</Tech>
		<Tech row ='0' page ='1' column ='2'>Carronade</Tech>
		<Tech row ='0' page ='1' column ='2'>PercussionLocks</Tech>
		<Tech row ='0' page ='1' column ='6'>ShipHowitzers</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>SnapPlacement</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>Tracked</Flag>
		<Contain>ypFishingBoatAsian</Contain>
		<Contain>FishingBoat</Contain>
		<Contain>xpWarCanoe</Contain>
		<Contain>xpTlalocCanoe</Contain>
		<Contain>Canoe</Contain>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='1'>SetGatherPointMilitary</Command>
		<Tactics>dock.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>32</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='Ship'>10</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='298' name ='Stable'>
		<DBID>25</DBID>
		<DisplayNameID>22919</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\stables\stables.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>stable</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\stables\stables_icon</Icon>
		<PortraitIcon>buildings\stables\stables_portrait</PortraitIcon>
		<RolloverTextID>22918</RolloverTextID>
		<ShortRolloverTextID>25727</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>14</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractStables</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Train row ='0' page ='0' column ='0'>Uhlan</Train>
		<Train row ='0' page ='0' column ='1'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='2'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='0'>Hussar</Train>
		<Train row ='0' page ='0' column ='1'>WarWagon</Train>
		<Train row ='0' page ='0' column ='1'>Ruyter</Train>
		<Train row ='0' page ='0' column ='2'>Dragoon</Train>
		<Train row ='0' page ='0' column ='1'>Lancer</Train>
		<Train row ='0' page ='0' column ='1'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='0'>Cossack</Train>
		<Tech row ='0' page ='1' column ='1'>ImperialOprichniks</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialCarabineer</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialCossack</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialCavalryArchers</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialDragoons</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialHussars</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialJinetes</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialCzapkaUhlans</Tech>
		<Tech row ='0' page ='1' column ='0'>RGCzapkaUhlans</Tech>
		<Tech row ='0' page ='1' column ='2'>RGTartarLoyalists</Tech>
		<Tech row ='0' page ='1' column ='1'>RGGarrochista</Tech>
		<Tech row ='0' page ='1' column ='1'>GuardRuyters</Tech>
		<Tech row ='0' page ='1' column ='0'>RGGardener</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardCossacks</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranCossacks</Tech>
		<Tech row ='0' page ='1' column ='1'>GuardWarWagons</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardCavalryArchers</Tech>
		<Tech row ='0' page ='1' column ='1'>RGGendarmes</Tech>
		<Tech row ='0' page ='1' column ='1'>RGCarabineer</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranUhlans</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardDragoons</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardHussars</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranHussars</Tech>
		<Tech row ='0' page ='1' column ='0'>RGLifeGuardHussars</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialGarrochistas</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialTartarLoyalist</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardUhlans</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialGardener</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialLifeGuard</Tech>
		<Tech row ='0' page ='1' column ='2'>RGJinetes</Tech>
		<Tech row ='0' page ='1' column ='1'>GuardOprichniks</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialGendarme</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialWarWagons</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='299' name ='ArtilleryDepot'>
		<DBID>26</DBID>
		<DisplayNameID>22922</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\artillery_depot\artillery_depot.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\artillery_depot\artillery_depot_icon</Icon>
		<PortraitIcon>buildings\artillery_depot\artillery_depot_portrait</PortraitIcon>
		<RolloverTextID>22920</RolloverTextID>
		<ShortRolloverTextID>25607</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>60</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractFoundry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>AbusGun</Train>
		<Train row ='0' page ='0' column ='1'>Grenadier</Train>
		<Train row ='0' page ='0' column ='2'>Falconet</Train>
		<Train row ='0' page ='0' column ='1'>SPCHoopThrowers</Train>
		<Train row ='0' page ='0' column ='3'>OrganGun</Train>
		<Train row ='0' page ='0' column ='4'>Culverin</Train>
		<Train row ='0' page ='0' column ='5'>Mortar</Train>
		<Train row ='0' page ='0' column ='6'>Rocket</Train>
		<Train row ='0' page ='0' column ='6'>GreatBombard</Train>
		<Train row ='0' page ='0' column ='6'>Cannon</Train>
		<Train row ='0' page ='0' column ='0'>xpRam</Train>
		<Train row ='0' page ='0' column ='1'>xpMantlet</Train>
		<Train row ='0' page ='0' column ='2'>xpLightCannon</Train>
		<Train row ='0' page ='0' column ='9'>xpGatlingGun</Train>
		<Train row ='0' page ='0' column ='7'>xpHorseArtillery</Train>
		<Train row ='0' page ='0' column ='8'>xpPetard</Train>
		<Tech row ='0' page ='1' column ='1'>GuardGrenadiers</Tech>
		<Tech row ='0' page ='1' column ='1'>RGPavlovGrenadiers</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialPavlovs</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranAbusGuns</Tech>
		<Tech row ='0' page ='1' column ='8'>HeavyHorseArtillery</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialCulverin</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialHowitzer</Tech>
		<Tech row ='0' page ='1' column ='3'>ImperialRabaulds</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionRams</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryRams</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionMantlets</Tech>
		<Tech row ='0' page ='1' column ='2'>ImpLegendaryLightCannon</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryMantlets</Tech>
		<Tech row ='0' page ='2' column ='0'>BigSiegeshopSiegeDrill</Tech>
		<Tech row ='0' page ='1' column ='4'>GrapeShot</Tech>
		<Tech row ='0' page ='1' column ='2'>FieldGun</Tech>
		<Tech row ='0' page ='1' column ='3'>FieldCannon</Tech>
		<Tech row ='0' page ='1' column ='8'>ImperialHorseArtillery</Tech>
		<Tech row ='0' page ='1' column ='5'>Howitzer</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialAbusGun</Tech>
		<Tech row ='0' page ='1' column ='3'>Rabauld</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialFieldGun</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardAbusGuns</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialBaratcu</Tech>
		<Tech row ='0' page ='1' column ='1'>RGBaratcuCorps</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialGrenadiers</Tech>
		<Tech row ='0' page ='1' column ='1'>VeteranGrenadiers</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='300' name ='Arsenal'>
		<DBID>27</DBID>
		<DisplayNameID>22924</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\arsenal\arsenal.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\arsenal\arsenal_icon</Icon>
		<PortraitIcon>buildings\arsenal\arsenal_portrait</PortraitIcon>
		<RolloverTextID>22923</RolloverTextID>
		<ShortRolloverTextID>25606</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>100</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<Tech row ='0' page ='4' column ='2'>Pillage</Tech>
		<Tech row ='0' page ='2' column ='5'>MilitaryDrummers</Tech>
		<Tech row ='0' page ='2' column ='1'>Bayonet</Tech>
		<Tech row ='0' page ='5' column ='0'>IncendiaryGrenades</Tech>
		<Tech row ='0' page ='2' column ='4'>PaperCartridge</Tech>
		<Tech row ='0' page ='2' column ='0'>Rifling</Tech>
		<Tech row ='0' page ='4' column ='0'>CavalryCuirass</Tech>
		<Tech row ='0' page ='5' column ='1'>GunnersQuadrant</Tech>
		<Tech row ='0' page ='2' column ='0'>InfantryBreastplate</Tech>
		<Tech row ='0' page ='5' column ='4'>Trunion</Tech>
		<Tech row ='0' page ='2' column ='3'>Flintlock</Tech>
		<Tech row ='0' page ='5' column ='3'>ProfessionalGunners</Tech>
		<Tech row ='0' page ='5' column ='2'>HeatedShot</Tech>
		<Tech row ='0' page ='4' column ='1'>Caracole</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='301' name ='Church'>
		<DBID>29</DBID>
		<DisplayNameID>22928</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\church\church.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\church\church_icon</Icon>
		<PortraitIcon>buildings\church\church_portrait</PortraitIcon>
		<RolloverTextID>22927</RolloverTextID>
		<ShortRolloverTextID>25620</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>80</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='1'>xpSpy</Train>
		<Train row ='0' page ='0' column ='2'>Surgeon</Train>
		<Train row ='0' page ='0' column ='0'>Imam</Train>
		<Train row ='0' page ='0' column ='0'>Missionary</Train>
		<Train row ='0' page ='0' column ='0'>Priest</Train>
		<Tech row ='0' page ='1' column ='9'>ChurchGardeImperial1</Tech>
		<Tech row ='0' page ='1' column ='8'>UniqueSPCGrandEncampment</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchGardeImperial2</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchZweihander</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchQuatrefage</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCPatriots</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchWesternization</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchThinRedLine</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchKopruluViziers</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchTanzimat</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchTowerAndSword</Tech>
		<Tech row ='0' page ='1' column ='5'>ChurchStandingArmy</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchTillysDiscipline</Tech>
		<Tech row ='0' page ='1' column ='11'>ChurchTopcuCorps</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchTufanciCorps</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchBestieros</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchKalmucks</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchCoffeeTrade</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchAbbassidMarket</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchTopkapi</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchRogersRangers</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchWildGeeseSpanish</Tech>
		<Tech row ='0' page ='1' column ='6'>ChurchMassCavalry</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchCodeNapoleon</Tech>
		<Tech row ='0' page ='1' column ='9'>UniqueSPCCustomizedMercWeapons</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchMissionFervor</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchEconmediaManor</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchGalataTowerDistrict</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchPetrineReforms</Tech>
		<Tech row ='0' page ='1' column ='3'>ChurchGasLighting</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchMilletSystem</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchStadholders</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchWallensteinsContracts</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchWaardgelders</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchBashkirPonies</Tech>
		<Tech row ='0' page ='1' column ='4'>ChurchMercantilism</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchCorsolet</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchGardeImperial3</Tech>
		<Tech row ='0' page ='1' column ='2'>ChurchTownWatch</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchBlackWatch</Tech>
		<Tech row ='0' page ='1' column ='1'>Bastion</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCCorsolet</Tech>
		<Tech row ='0' page ='1' column ='9'>UniqueSPCHighCrusade</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCIndianFriendship</Tech>
		<Tech row ='0' page ='1' column ='8'>UniqueSPCTaxBurden</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='302' name ='Rodelero'>
		<DBID>32</DBID>
		<DisplayNameID>22935</DisplayNameID>
		<EditorNameID>25027</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\redolero\redolero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\redolero\redolero_icon_64x64</Icon>
		<PortraitIcon>units\infantry\redolero\redolero_portrait</PortraitIcon>
		<RolloverTextID>22934</RolloverTextID>
		<ShortRolloverTextID>25702</ShortRolloverTextID>
		<InitialHitpoints>135</InitialHitpoints>
		<MaxHitpoints>135</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>65</Cost>
		<Cost resourcetype ='Gold'>35</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='303' name ='Crossbowman'>
		<DBID>33</DBID>
		<DisplayNameID>22938</DisplayNameID>
		<EditorNameID>24998</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\crossbow\crossbow.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\crossbow\crossbow_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\crossbow\crossbow_portrait</PortraitIcon>
		<RolloverTextID>22936</RolloverTextID>
		<ShortRolloverTextID>25624</ShortRolloverTextID>
		<InitialHitpoints>100</InitialHitpoints>
		<MaxHitpoints>100</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27</TrainPoints>
		<Bounty>8</Bounty>
		<BuildBounty>8</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='304' name ='Uhlan'>
		<DBID>34</DBID>
		<DisplayNameID>22940</DisplayNameID>
		<EditorNameID>25010</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\cavalry\uhlan\uhlan_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\uhlan\uhlan_icon</Icon>
		<PortraitIcon>units\cavalry\uhlan\uhlan_portrait</PortraitIcon>
		<RolloverTextID>22939</RolloverTextID>
		<ShortRolloverTextID>25648</ShortRolloverTextID>
		<InitialHitpoints>190</InitialHitpoints>
		<MaxHitpoints>190</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>37</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>37</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>37</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>75</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.750000</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='305' name ='Cannon'>
		<DBID>35</DBID>
		<DisplayNameID>22942</DisplayNameID>
		<EditorNameID>24994</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\cannon\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\cannon\cannon_icon_64</Icon>
		<PortraitIcon>units\artillery\cannon\cannon_portrait</PortraitIcon>
		<RolloverTextID>22963</RolloverTextID>
		<ShortRolloverTextID>25616</ShortRolloverTextID>
		<InitialHitpoints>475</InitialHitpoints>
		<MaxHitpoints>475</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115</TrainPoints>
		<Bounty>70</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>6</ROF>
			<DamageCap>400</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='306' name ='Halberdier'>
		<DBID>36</DBID>
		<DisplayNameID>22944</DisplayNameID>
		<EditorNameID>25009</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\halberdier\halberdier_icon_64x64</Icon>
		<PortraitIcon>units\infantry\halberdier\halberdier_portrait</PortraitIcon>
		<RolloverTextID>22943</RolloverTextID>
		<ShortRolloverTextID>25647</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>70</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='307' name ='CavalryArcher'>
		<DBID>37</DBID>
		<DisplayNameID>22946</DisplayNameID>
		<EditorNameID>24995</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\cavalry\cav_archer\cav_archer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\cav_archer\cav_archer_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\cav_archer\cav_archer_portrait</PortraitIcon>
		<RolloverTextID>22945</RolloverTextID>
		<ShortRolloverTextID>25619</ShortRolloverTextID>
		<InitialHitpoints>265</InitialHitpoints>
		<MaxHitpoints>265</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>36</TrainPoints>
		<Bounty>16</Bounty>
		<BuildBounty>16</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>60</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>6.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='308' name ='Hussar'>
		<DBID>38</DBID>
		<DisplayNameID>22948</DisplayNameID>
		<EditorNameID>25047</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\cavalry\light_cavalry\light_cavalry_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\light_cavalry\light_cavalry_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\light_cavalry\light_cavalry_portrait</PortraitIcon>
		<RolloverTextID>22947</RolloverTextID>
		<ShortRolloverTextID>25651</ShortRolloverTextID>
		<InitialHitpoints>320</InitialHitpoints>
		<MaxHitpoints>320</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='309' name ='Culverin'>
		<DBID>39</DBID>
		<DisplayNameID>22950</DisplayNameID>
		<EditorNameID>25000</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\artillery\culverin\culverin.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\culverin\culverin_icon_64x64</Icon>
		<PortraitIcon>units\artillery\culverin\culverin_portrait</PortraitIcon>
		<RolloverTextID>22949</RolloverTextID>
		<ShortRolloverTextID>25626</ShortRolloverTextID>
		<InitialHitpoints>280</InitialHitpoints>
		<MaxHitpoints>280</MaxHitpoints>
		<LOS>36</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>culverin.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>34</MaxRange>
			<ROF>6</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='AbstractArtillery'>4</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Ship'>10</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='310' name ='Falconet'>
		<DBID>40</DBID>
		<DisplayNameID>22952</DisplayNameID>
		<EditorNameID>25005</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\falconet\falconet.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\falconet\falconet_icon_64x64</Icon>
		<PortraitIcon>units\artillery\falconet\falconet_portrait</PortraitIcon>
		<RolloverTextID>22951</RolloverTextID>
		<ShortRolloverTextID>25635</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>falconet.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>26</MaxRange>
			<ROF>4</ROF>
			<DamageCap>200</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='311' name ='Priest'>
		<DBID>41</DBID>
		<DisplayNameID>22954</DisplayNameID>
		<EditorNameID>27773</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\priests\priest.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\priests\we_priest_icon_64x64</Icon>
		<PortraitIcon>units\priests\we_priest_portrait</PortraitIcon>
		<RolloverTextID>22953</RolloverTextID>
		<ShortRolloverTextID>25698</ShortRolloverTextID>
		<InitialHitpoints>360</InitialHitpoints>
		<MaxHitpoints>360</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>10</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='312' name ='Skirmisher'>
		<DBID>42</DBID>
		<DisplayNameID>22956</DisplayNameID>
		<EditorNameID>25032</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\skirmisher\skirmisher.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\skirmisher\skirmisher_icon</Icon>
		<PortraitIcon>units\infantry_ranged\skirmisher\skirmisher_portrait</PortraitIcon>
		<RolloverTextID>22955</RolloverTextID>
		<ShortRolloverTextID>25712</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>65</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='313' name ='Grenadier'>
		<DBID>43</DBID>
		<DisplayNameID>22958</DisplayNameID>
		<EditorNameID>25008</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\grenadier\grenadier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\grenadier\grenadier_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\grenadier\grenadier_portrait</PortraitIcon>
		<RolloverTextID>22957</RolloverTextID>
		<ShortRolloverTextID>25645</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>36</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>36</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>36</DamageCap>
			<DamageBonus type ='AbstractCavalryInfantry'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='314' name ='Dragoon'>
		<DBID>44</DBID>
		<DisplayNameID>22960</DisplayNameID>
		<EditorNameID>25002</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\cavalry\dragoon\dragoon_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\dragoon\dragoon_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\dragoon\dragoon_portrait</PortraitIcon>
		<RolloverTextID>22959</RolloverTextID>
		<ShortRolloverTextID>25629</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>90</Cost>
		<Cost resourcetype ='Gold'>90</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>22</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='315' name ='FishingBoat'>
		<DBID>45</DBID>
		<DisplayNameID>22962</DisplayNameID>
		<EditorNameID>33885</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6</TurnRate>
		<AnimFile>units\naval\fishing_ship\fishing_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\fishing_ship\fishing_ship_icon_64x64</Icon>
		<PortraitIcon>units\naval\fishing_ship\fishing_ship_icon_portrait</PortraitIcon>
		<RolloverTextID>22961</RolloverTextID>
		<ShortRolloverTextID>25636</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>Stop</Command>
		<Tactics>fishingboat.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractWhale'>0.5</Rate>
			<Rate type ='AbstractFish'>0.670000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='316' name ='TrainEngine'>
		<DBID>48</DBID>
		<DisplayNameID>22968</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.49</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\engine.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>22967</RolloverTextID>
		<ShortRolloverTextID>25736</ShortRolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='317' name ='Envoy'>
		<DBID>50</DBID>
		<DisplayNameID>22973</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\envoy_icon</Icon>
		<PortraitIcon>units\villagers\envoy_portrait</PortraitIcon>
		<RolloverTextID>22971</RolloverTextID>
		<ShortRolloverTextID>25632</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>26</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>5</Bounty>
		<BuildBounty>5</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>envoy.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='318' name ='Mortar'>
		<DBID>51</DBID>
		<DisplayNameID>22975</DisplayNameID>
		<EditorNameID>25022</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\artillery\mortar\mortar.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\mortar\mortar_icon_64x64</Icon>
		<PortraitIcon>units\artillery\mortar\mortar_portrait</PortraitIcon>
		<RolloverTextID>22974</RolloverTextID>
		<ShortRolloverTextID>25668</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>44</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>45</Bounty>
		<BuildBounty>45</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>350</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Tactics>mortar.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>500</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>6</ROF>
			<DamageCap>1000</DamageCap>
			<DamageBonus type ='Ship'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='319' name ='Longbowman'>
		<DBID>53</DBID>
		<DisplayNameID>22979</DisplayNameID>
		<EditorNameID>25019</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\longbow\longbow.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\longbow\longbow_icon</Icon>
		<PortraitIcon>units\infantry_ranged\longbow\longbow_portrait</PortraitIcon>
		<RolloverTextID>22978</RolloverTextID>
		<ShortRolloverTextID>25652</ShortRolloverTextID>
		<InitialHitpoints>95</InitialHitpoints>
		<MaxHitpoints>95</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>22</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>22</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>22</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='320' name ='Cuirassier'>
		<DBID>54</DBID>
		<DisplayNameID>22981</DisplayNameID>
		<EditorNameID>24999</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\cavalry\cuirassier\cuirassier_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\cuirassier\cuirassier_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\cuirassier\cuirassier_portrait</PortraitIcon>
		<RolloverTextID>22980</RolloverTextID>
		<ShortRolloverTextID>25625</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Food'>150</Cost>
		<Cost resourcetype ='Gold'>150</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>120</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>60</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>80</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='321' name ='TrainCoalcar'>
		<DBID>55</DBID>
		<DisplayNameID>23041</DisplayNameID>
		<EditorNameID>36195</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\coal_car.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>23040</RolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='322' name ='TrainCaboose'>
		<DBID>56</DBID>
		<DisplayNameID>23043</DisplayNameID>
		<EditorNameID>36194</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\caboose.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>23042</RolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='323' name ='NatJaguarWarrior'>
		<DBID>65</DBID>
		<DisplayNameID>23521</DisplayNameID>
		<EditorNameID>25015</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\jaguar_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\jaguar_warrior_icon</Icon>
		<PortraitIcon>units\natives\jaguar_warrior_portrait</PortraitIcon>
		<RolloverTextID>23520</RolloverTextID>
		<ShortRolloverTextID>25686</ShortRolloverTextID>
		<InitialHitpoints>230</InitialHitpoints>
		<MaxHitpoints>230</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='324' name ='NatEagleWarrior'>
		<DBID>66</DBID>
		<DisplayNameID>23523</DisplayNameID>
		<EditorNameID>25003</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\eagle_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_eagle_knight_icon</Icon>
		<PortraitIcon>ui\units\az_eagle_knight_portrait</PortraitIcon>
		<RolloverTextID>23522</RolloverTextID>
		<ShortRolloverTextID>25675</ShortRolloverTextID>
		<InitialHitpoints>110</InitialHitpoints>
		<MaxHitpoints>110</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>11</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='325' name ='NatHorseArcher'>
		<DBID>67</DBID>
		<DisplayNameID>23525</DisplayNameID>
		<EditorNameID>25013</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Comanche</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\horse_archer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\horse_archer_icon_64x64</Icon>
		<PortraitIcon>units\natives\horse_archer_portrait</PortraitIcon>
		<RolloverTextID>23524</RolloverTextID>
		<ShortRolloverTextID>25679</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>70</Cost>
		<Cost resourcetype ='Wood'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='326' name ='NativeHouseAztec'>
		<DBID>81</DBID>
		<DisplayNameID>23579</DisplayNameID>
		<EditorNameID>23593</EditorNameID>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\native house aztec.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='327' name ='NativeHouseComanche'>
		<DBID>82</DBID>
		<DisplayNameID>23581</DisplayNameID>
		<EditorNameID>23594</EditorNameID>
		<SubCiv>Comanche</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\tipi.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='328' name ='NativeHouseIroquois'>
		<DBID>83</DBID>
		<DisplayNameID>23590</DisplayNameID>
		<EditorNameID>23595</EditorNameID>
		<SubCiv>Iroquois</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\longhouse.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='329' name ='NativeHouseSeminole'>
		<DBID>84</DBID>
		<DisplayNameID>23592</DisplayNameID>
		<EditorNameID>23596</EditorNameID>
		<SubCiv>Seminoles</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\chickee.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='330' name ='NatSharktoothBowman'>
		<DBID>85</DBID>
		<DisplayNameID>23599</DisplayNameID>
		<EditorNameID>25031</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Seminoles</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\sharktooth.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\sharktooth_bow_icon_64x64</Icon>
		<PortraitIcon>units\natives\sharktooth_bow_portrait</PortraitIcon>
		<RolloverTextID>23597</RolloverTextID>
		<ShortRolloverTextID>25689</ShortRolloverTextID>
		<InitialHitpoints>115</InitialHitpoints>
		<MaxHitpoints>115</MaxHitpoints>
		<LOS>12</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Wood'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='331' name ='NatTomahawk'>
		<DBID>86</DBID>
		<DisplayNameID>23601</DisplayNameID>
		<EditorNameID>25035</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Iroquois</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\tomahawk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\IRO_tomahawk_icon</Icon>
		<PortraitIcon>ui\units\IRO_tomahawk_portrait</PortraitIcon>
		<RolloverTextID>23600</RolloverTextID>
		<ShortRolloverTextID>25690</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>12</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<Projectile>Tomahawk</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='332' name ='Blockhouse'>
		<DBID>87</DBID>
		<DisplayNameID>23634</DisplayNameID>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\blockhouse\blockhouse.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\blockhouse\blockhouse_icon</Icon>
		<PortraitIcon>buildings\blockhouse\blockhouse_portrait</PortraitIcon>
		<RolloverTextID>23633</RolloverTextID>
		<ShortRolloverTextID>25613</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>34</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70</Bounty>
		<BuildBounty>35</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBarracks2</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Tech row ='0' page ='1' column ='2'>ImperialMusketeers</Tech>
		<Tech row ='0' page ='1' column ='3'>ImperialHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='4'>FrontierBlockhouse</Tech>
		<Tech row ='0' page ='1' column ='2'>VeteranMusketeers</Tech>
		<Tech row ='0' page ='1' column ='1'>VeteranPikemen</Tech>
		<Tech row ='0' page ='1' column ='3'>GuardHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardMusketeers</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardStrelets</Tech>
		<Tech row ='0' page ='1' column ='4'>FortifiedBlockhouse</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranStrelets</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialStrelets</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>blockhouse.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageCap>120</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<Active>0</Active>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='333' name ='Pronghorn'>
		<DBID>88</DBID>
		<DisplayNameID>23643</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\pronghorn\pronghorn.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\pronghorn\pronghorn_icon_64x64</Icon>
		<PortraitIcon>units\animals\pronghorn\pronghorn_icon_portrait</PortraitIcon>
		<RolloverTextID>23642</RolloverTextID>
		<ShortRolloverTextID>25700</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='334' name ='Cossack'>
		<DBID>93</DBID>
		<DisplayNameID>23656</DisplayNameID>
		<EditorNameID>24997</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\cavalry\cossack\cossack.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\cossack\cossack_icon</Icon>
		<PortraitIcon>units\cavalry\cossack\cossack_portrait</PortraitIcon>
		<RolloverTextID>23655</RolloverTextID>
		<ShortRolloverTextID>38156</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>26</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>26</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>26</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>48</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='335' name ='Strelet'>
		<DBID>94</DBID>
		<DisplayNameID>23658</DisplayNameID>
		<EditorNameID>25034</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\strelet\strelet.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\strelet\strelet_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\strelet\strelet_portrait</PortraitIcon>
		<RolloverTextID>23657</RolloverTextID>
		<ShortRolloverTextID>25729</ShortRolloverTextID>
		<InitialHitpoints>90</InitialHitpoints>
		<MaxHitpoints>90</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>32</TrainPoints>
		<Bounty>6</Bounty>
		<BuildBounty>6</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Wood'>10</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='336' name ='NatMantlet'>
		<DBID>98</DBID>
		<DisplayNameID>23692</DisplayNameID>
		<EditorNameID>25020</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Iroquois</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\natives\mantlet.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\natives\mantlet_icon</Icon>
		<PortraitIcon>units\natives\mantlet_portrait</PortraitIcon>
		<RolloverTextID>23691</RolloverTextID>
		<ShortRolloverTextID>25687</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>12</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Wood'>50</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
			<Projectile>Tomahawk</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='337' name ='Canoe'>
		<DBID>99</DBID>
		<DisplayNameID>23694</DisplayNameID>
		<EditorNameID>33886</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>12</TurnRate>
		<AnimFile>units\naval\canoe\canoe.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\native_canoe_icon</Icon>
		<PortraitIcon>ui\units\native_canoe_portrait</PortraitIcon>
		<RolloverTextID>23693</RolloverTextID>
		<ShortRolloverTextID>25617</ShortRolloverTextID>
		<InitialHitpoints>220</InitialHitpoints>
		<MaxHitpoints>220</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>canoe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractFish'>0.220000</Rate>
			<Rate type ='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>32</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='338' name ='Bank'>
		<DBID>103</DBID>
		<DisplayNameID>23708</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\bank\bank.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\bank\bank_icon</Icon>
		<PortraitIcon>buildings\bank\bank_portrait</PortraitIcon>
		<RolloverTextID>23709</RolloverTextID>
		<ShortRolloverTextID>25609</ShortRolloverTextID>
		<InitialHitpoints>4000</InitialHitpoints>
		<MaxHitpoints>4000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>280</Bounty>
		<BuildBounty>140</BuildBounty>
		<Cost resourcetype ='Food'>350</Cost>
		<Cost resourcetype ='Wood'>350</Cost>
		<InitialResource resourcetype ='Gold'>10</InitialResource>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>UnlimitedSupply</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>Autogather</Name>
			<Rate type ='Gold'>2.750000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='339' name ='Spahi'>
		<DBID>105</DBID>
		<DisplayNameID>23733</DisplayNameID>
		<EditorNameID>25033</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\cavalry\spahi\spahi_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\spahi\spahi_icon</Icon>
		<PortraitIcon>units\cavalry\spahi\spahi_portrait</PortraitIcon>
		<RolloverTextID>23732</RolloverTextID>
		<ShortRolloverTextID>25713</ShortRolloverTextID>
		<InitialHitpoints>750</InitialHitpoints>
		<MaxHitpoints>750</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>28</Bounty>
		<BuildBounty>28</BuildBounty>
		<Cost resourcetype ='Food'>280</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>70</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>70</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>70</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>23</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>93</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='340' name ='Janissary'>
		<DBID>106</DBID>
		<DisplayNameID>23735</DisplayNameID>
		<EditorNameID>25017</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\janissary\janissary.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\janissary\janissary_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\janissary\janissary_icon_128</PortraitIcon>
		<RolloverTextID>23734</RolloverTextID>
		<ShortRolloverTextID>25649</ShortRolloverTextID>
		<InitialHitpoints>235</InitialHitpoints>
		<MaxHitpoints>235</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34</TrainPoints>
		<Bounty>13</Bounty>
		<BuildBounty>13</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='341' name ='GreatBombard'>
		<DBID>107</DBID>
		<DisplayNameID>23737</DisplayNameID>
		<EditorNameID>25007</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\great_bombard\great_bombard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\great_bombard\great_bombard_icon_64x64</Icon>
		<PortraitIcon>units\artillery\great_bombard\great_bombard_portrait</PortraitIcon>
		<RolloverTextID>23736</RolloverTextID>
		<ShortRolloverTextID>25644</ShortRolloverTextID>
		<InitialHitpoints>475</InitialHitpoints>
		<MaxHitpoints>475</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115</TrainPoints>
		<Bounty>70</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>greatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>500</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>8</ROF>
			<DamageCap>1000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.400000</DamageBonus>
			<DamageArea>5</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='Ship'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='342' name ='Minuteman'>
		<DBID>113</DBID>
		<DisplayNameID>23826</DisplayNameID>
		<EditorNameID>25021</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\minuteman\minuteman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\minuteman\minuteman_icon</Icon>
		<PortraitIcon>units\infantry_ranged\minuteman\minuteman_portrait</PortraitIcon>
		<RolloverTextID>23824</RolloverTextID>
		<ShortRolloverTextID>25666</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>2</TrainPoints>
		<Cost resourcetype ='Food'>75</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>LifespanUnit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='343' name ='TreeCarolinaGrass'>
		<DBID>114</DBID>
		<DisplayNameID>23828</DisplayNameID>
		<EditorNameID>23829</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_carolina_grass.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>23827</RolloverTextID>
		<ShortRolloverTextID>25820</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='344' name ='Dopplesoldner'>
		<DBID>117</DBID>
		<DisplayNameID>23836</DisplayNameID>
		<EditorNameID>25001</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\dopplesoldner\dopplesoldner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\dopplesoldner\dopplesoldner_icon_64x64</Icon>
		<PortraitIcon>units\infantry\dopplesoldner\dopplesoldner_portrait</PortraitIcon>
		<RolloverTextID>23835</RolloverTextID>
		<ShortRolloverTextID>25628</ShortRolloverTextID>
		<InitialHitpoints>230</InitialHitpoints>
		<MaxHitpoints>230</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>125</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>80</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>20</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='345' name ='OrganGun'>
		<DBID>118</DBID>
		<DisplayNameID>23838</DisplayNameID>
		<EditorNameID>25025</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\artillery\organ_gun\organ_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\organ_gun\organ_gun_icon_64x64</Icon>
		<PortraitIcon>units\artillery\organ_gun\organ_gun_portrait</PortraitIcon>
		<RolloverTextID>23837</RolloverTextID>
		<ShortRolloverTextID>25694</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>organGun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>33</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>26</MaxRange>
			<ROF>4</ROF>
			<DamageCap>60</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='Building'>0.750000</DamageBonus>
			<DamageBonus type ='Ship'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='346' name ='Ruyter'>
		<DBID>120</DBID>
		<DisplayNameID>23866</DisplayNameID>
		<EditorNameID>25028</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\cavalry\reiter\reiter_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\reiter\reiter_icon</Icon>
		<PortraitIcon>units\cavalry\reiter\reiter_portrait</PortraitIcon>
		<RolloverTextID>23865</RolloverTextID>
		<ShortRolloverTextID>25703</ShortRolloverTextID>
		<InitialHitpoints>140</InitialHitpoints>
		<MaxHitpoints>140</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>31</TrainPoints>
		<Bounty>11</Bounty>
		<BuildBounty>11</BuildBounty>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>14</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>14</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='347' name ='Cacadore'>
		<DBID>122</DBID>
		<DisplayNameID>23909</DisplayNameID>
		<EditorNameID>24993</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\cacadore\cacadore.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\cacadore\cacadore_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\cacadore\cacadore_portrait</PortraitIcon>
		<RolloverTextID>23908</RolloverTextID>
		<ShortRolloverTextID>25614</ShortRolloverTextID>
		<InitialHitpoints>85</InitialHitpoints>
		<MaxHitpoints>85</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>80</Cost>
		<Cost resourcetype ='Gold'>35</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.6000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='348' name ='Factory'>
		<DBID>129</DBID>
		<DisplayNameID>23986</DisplayNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\factory\factory.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\factory\shared_factory_icon</Icon>
		<PortraitIcon>buildings\factory\shared_factory_portrait</PortraitIcon>
		<RolloverTextID>23985</RolloverTextID>
		<ShortRolloverTextID>25634</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>240</Bounty>
		<BuildBounty>0</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='1' column ='4'>ImperialBombard</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialRocket</Tech>
		<Tech row ='0' page ='1' column ='0'>FactoryCannery</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialCannon</Tech>
		<Tech row ='0' page ='1' column ='2'>FactorySteamPower</Tech>
		<Tech row ='0' page ='1' column ='1'>FactoryWaterPower</Tech>
		<Tech row ='0' page ='1' column ='3'>FactoryMassProduction</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='0'>Tactic11</Command>
		<Command page ='9' column ='1'>Tactic12</Command>
		<Command page ='9' column ='2'>Tactic10</Command>
		<Command page ='9' column ='3'>Tactic13</Command>
		<Tactics>factory.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>5.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>5.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>5.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='349' name ='Rocket'>
		<DBID>130</DBID>
		<DisplayNameID>24048</DisplayNameID>
		<EditorNameID>25030</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\rocket\rocket.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\rocket\rocket_icon</Icon>
		<PortraitIcon>units\artillery\rocket\rocket_portrait</PortraitIcon>
		<RolloverTextID>24047</RolloverTextID>
		<ShortRolloverTextID>25704</ShortRolloverTextID>
		<InitialHitpoints>350</InitialHitpoints>
		<MaxHitpoints>350</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>98</TrainPoints>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Tactics>rocket.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>300</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>5</ROF>
			<DamageCap>600</DamageCap>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='350' name ='WarWagon'>
		<DBID>133</DBID>
		<DisplayNameID>24081</DisplayNameID>
		<EditorNameID>26843</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\cavalry\war_wagon\war_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\cavalry\war_wagon\war_wagon_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\war_wagon\war_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>24080</RolloverTextID>
		<ShortRolloverTextID>25748</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>22</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Food'>150</Cost>
		<Cost resourcetype ='Gold'>150</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>warwagon.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>42</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>3</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>42</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='351' name ='Oprichnik'>
		<DBID>135</DBID>
		<DisplayNameID>24108</DisplayNameID>
		<EditorNameID>25024</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\cavalry\oprichnik\oprichnik_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\oprichnik\oprichnik_icon</Icon>
		<PortraitIcon>units\cavalry\oprichnik\oprichnik_portrait</PortraitIcon>
		<RolloverTextID>24109</RolloverTextID>
		<ShortRolloverTextID>25693</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>90</Cost>
		<Cost resourcetype ='Gold'>60</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>75</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>39</DamageCap>
			<DamageBonus type ='AbstractVillager'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='352' name ='Lancer'>
		<DBID>136</DBID>
		<DisplayNameID>24119</DisplayNameID>
		<EditorNameID>25018</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\cavalry\lancer\lancer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\lancer\lancer_icon</Icon>
		<PortraitIcon>units\cavalry\lancer\lancer_portrait</PortraitIcon>
		<RolloverTextID>24118</RolloverTextID>
		<ShortRolloverTextID>25650</ShortRolloverTextID>
		<InitialHitpoints>350</InitialHitpoints>
		<MaxHitpoints>350</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>110</Cost>
		<Cost resourcetype ='Gold'>90</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>39</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='353' name ='NatBlowgunWarrior'>
		<DBID>137</DBID>
		<DisplayNameID>24181</DisplayNameID>
		<EditorNameID>24990</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Caribs</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\blowgun.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\blowgun_icon_64x64</Icon>
		<PortraitIcon>units\natives\blowgun_portrait</PortraitIcon>
		<RolloverTextID>24180</RolloverTextID>
		<ShortRolloverTextID>25672</ShortRolloverTextID>
		<InitialHitpoints>160</InitialHitpoints>
		<MaxHitpoints>160</MaxHitpoints>
		<LOS>12</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>65</Cost>
		<Cost resourcetype ='Wood'>35</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Projectile>Blowdart</Projectile>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='354' name ='NatRifleman'>
		<DBID>138</DBID>
		<DisplayNameID>24183</DisplayNameID>
		<EditorNameID>25029</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Cherokee</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\rifleman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\rifleman_icon_64x64</Icon>
		<PortraitIcon>units\natives\rifleman_portrait</PortraitIcon>
		<RolloverTextID>24182</RolloverTextID>
		<ShortRolloverTextID>25688</ShortRolloverTextID>
		<InitialHitpoints>230</InitialHitpoints>
		<MaxHitpoints>230</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='355' name ='NatTracker'>
		<DBID>139</DBID>
		<DisplayNameID>24185</DisplayNameID>
		<EditorNameID>25036</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Cree</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\cree_tracker.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\cree_tracker_icon_64x64</Icon>
		<PortraitIcon>units\natives\cree_tracker_portrait</PortraitIcon>
		<RolloverTextID>24184</RolloverTextID>
		<ShortRolloverTextID>25691</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='356' name ='NatHuaminca'>
		<DBID>140</DBID>
		<DisplayNameID>24187</DisplayNameID>
		<EditorNameID>25014</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Incas</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\huaminca.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\humainca_icon_64x64</Icon>
		<PortraitIcon>units\natives\humainca_portrait</PortraitIcon>
		<RolloverTextID>24186</RolloverTextID>
		<ShortRolloverTextID>25677</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Wood'>20</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>48</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='357' name ='NatBolasWarrior'>
		<DBID>141</DBID>
		<DisplayNameID>24189</DisplayNameID>
		<EditorNameID>24992</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Incas</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\bola.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\bola_icon</Icon>
		<PortraitIcon>units\natives\bola_portrait</PortraitIcon>
		<RolloverTextID>24188</RolloverTextID>
		<ShortRolloverTextID>25673</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeBolas.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>16</DamageCap>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<Projectile>Bola</Projectile>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='358' name ='NatHolcanSpearman'>
		<DBID>142</DBID>
		<DisplayNameID>24191</DisplayNameID>
		<EditorNameID>25012</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Maya</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\holcan_spearman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\holcan_spearman_icon</Icon>
		<PortraitIcon>units\natives\holcan_spearman_portrait</PortraitIcon>
		<RolloverTextID>24190</RolloverTextID>
		<ShortRolloverTextID>25676</ShortRolloverTextID>
		<InitialHitpoints>180</InitialHitpoints>
		<MaxHitpoints>180</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Wood'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>23</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='359' name ='NatClubman'>
		<DBID>143</DBID>
		<DisplayNameID>24193</DisplayNameID>
		<EditorNameID>24996</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Nootka</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\clubman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\clubman_icon</Icon>
		<PortraitIcon>units\natives\clubman_icon_portrait</PortraitIcon>
		<RolloverTextID>24192</RolloverTextID>
		<ShortRolloverTextID>25674</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>85</Cost>
		<Cost resourcetype ='Wood'>15</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='360' name ='NatAxeRider'>
		<DBID>144</DBID>
		<DisplayNameID>24195</DisplayNameID>
		<EditorNameID>24988</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Lakota</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\axe_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\sx_axe_rider_icon</Icon>
		<PortraitIcon>ui\units\sx_axe_rider_portrait</PortraitIcon>
		<RolloverTextID>24194</RolloverTextID>
		<ShortRolloverTextID>25670</ShortRolloverTextID>
		<InitialHitpoints>365</InitialHitpoints>
		<MaxHitpoints>365</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>110</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>21</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>21</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>42</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='361' name ='NatBlackwoodArcher'>
		<DBID>145</DBID>
		<DisplayNameID>24197</DisplayNameID>
		<EditorNameID>24989</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Tupi</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\tupi_archer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\tupi_archer_icon_64x64</Icon>
		<PortraitIcon>units\natives\tupi_archer_portrait</PortraitIcon>
		<RolloverTextID>24196</RolloverTextID>
		<ShortRolloverTextID>25671</ShortRolloverTextID>
		<InitialHitpoints>80</InitialHitpoints>
		<MaxHitpoints>80</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Wood'>50</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='362' name ='Campfire'>
		<DBID>164</DBID>
		<DisplayNameID>24797</DisplayNameID>
		<EditorNameID>24798</EditorNameID>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\campfire.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='363' name ='LeanTo'>
		<DBID>166</DBID>
		<DisplayNameID>24801</DisplayNameID>
		<EditorNameID>24802</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\lean-to.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='364' name ='TanningRack'>
		<DBID>167</DBID>
		<DisplayNameID>24803</DisplayNameID>
		<EditorNameID>24804</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\tanning_rack.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='365' name ='FenceRock'>
		<DBID>171</DBID>
		<DisplayNameID>24811</DisplayNameID>
		<EditorNameID>24812</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\fence_rock.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='366' name ='MercLandsknecht'>
		<DBID>173</DBID>
		<DisplayNameID>24820</DisplayNameID>
		<EditorNameID>25016</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\landsknecht\landsknecht.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\landsknecht\landsknect_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\landsknecht\landsknecht_portrait</PortraitIcon>
		<RolloverTextID>24819</RolloverTextID>
		<ShortRolloverTextID>25659</ShortRolloverTextID>
		<InitialHitpoints>430</InitialHitpoints>
		<MaxHitpoints>430</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>44</TrainPoints>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Gold'>240</Cost>
		<ScoreValue>24</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>72</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>36</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>27</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>54</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>54</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='367' name ='MercSwissPikeman'>
		<DBID>174</DBID>
		<DisplayNameID>24824</DisplayNameID>
		<EditorNameID>25172</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\swiss_pikeman\swiss_pikeman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\swiss_pikeman\swiss_pikeman_icon</Icon>
		<PortraitIcon>units\mercenaries\swiss_pikeman\swiss_pikeman_portrait</PortraitIcon>
		<RolloverTextID>24823</RolloverTextID>
		<ShortRolloverTextID>25664</ShortRolloverTextID>
		<InitialHitpoints>325</InitialHitpoints>
		<MaxHitpoints>325</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>36</TrainPoints>
		<Bounty>16</Bounty>
		<BuildBounty>16</BuildBounty>
		<Cost resourcetype ='Gold'>160</Cost>
		<ScoreValue>16</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>64</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>32</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='368' name ='WallWoodNative'>
		<DBID>176</DBID>
		<DisplayNameID>24832</DisplayNameID>
		<EditorNameID>24833</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\wall_wood.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<Bounty>0</Bounty>
		<UnitType>EmbellishmentClass</UnitType>
		<Tech row ='0' page ='1' column ='0'>Bastion</Tech>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='369' name ='NativeVillager'>
		<DBID>177</DBID>
		<DisplayNameID>24837</DisplayNameID>
		<EditorNameID>24840</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\native_villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<ShortRolloverTextID>25685</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>10</LOS>
		<UnitAIType>Passive</UnitAIType>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='AbstractFarm'>0.670000</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>1.250000</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='370' name ='Elk'>
		<DBID>181</DBID>
		<DisplayNameID>24861</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\elk\elk.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\elk\elk_icon_64x64</Icon>
		<PortraitIcon>units\animals\elk\elk_portrait</PortraitIcon>
		<RolloverTextID>24860</RolloverTextID>
		<ShortRolloverTextID>25630</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.080000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='371' name ='GrizzlyBear'>
		<DBID>182</DBID>
		<DisplayNameID>24864</DisplayNameID>
		<EditorNameID>33338</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\bear\bear_grizzly.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\beargrizzly_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\beargrizzly_portrait</PortraitIcon>
		<RolloverTextID>24863</RolloverTextID>
		<ShortRolloverTextID>25646</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='372' name ='MercHighlander'>
		<DBID>183</DBID>
		<DisplayNameID>24867</DisplayNameID>
		<EditorNameID>25011</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\highlander\highlander.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\highlander\highlander_icon</Icon>
		<PortraitIcon>units\mercenaries\highlander\highlander_portrait</PortraitIcon>
		<RolloverTextID>24866</RolloverTextID>
		<ShortRolloverTextID>25657</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<ScoreValue>20</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>32</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>63</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>32</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>32</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>63</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>32</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>63</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='373' name ='Nugget'>
		<DBID>186</DBID>
		<DisplayNameID>24915</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\treasure\treasure.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='374' name ='WallStraight1'>
		<DBID>189</DBID>
		<DisplayNameID>24924</DisplayNameID>
		<EditorNameID>25392</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_large.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>24923</RolloverTextID>
		<ShortRolloverTextID>25741</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>4</LOS>
		<BuildPoints>5</BuildPoints>
		<Cost resourcetype ='Wood'>5</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Tech row ='0' page ='1' column ='0'>Bastion</Tech>
		<Flag>FlattenGround</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Invulnerable</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='375' name ='WallStraight5'>
		<DBID>190</DBID>
		<DisplayNameID>24927</DisplayNameID>
		<EditorNameID>25388</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_large.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>24926</RolloverTextID>
		<ShortRolloverTextID>25745</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>4</LOS>
		<BuildPoints>5</BuildPoints>
		<Cost resourcetype ='Wood'>5</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='0'>Bastion</Tech>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Flag>Invulnerable</Flag>
		<Command page ='6' column ='0'>Transform</Command>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='376' name ='Fire'>
		<DBID>192</DBID>
		<DisplayNameID>24944</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\fire\fire.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='377' name ='PetBear'>
		<DBID>193</DBID>
		<DisplayNameID>24947</DisplayNameID>
		<EditorNameID>24950</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\bear\bear_black.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\bearblack_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\bearblack_portrait</PortraitIcon>
		<RolloverTextID>24946</RolloverTextID>
		<ShortRolloverTextID>25695</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>11</Bounty>
		<BuildBounty>11</BuildBounty>
		<Cost resourcetype ='Food'>110</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='378' name ='PolarBear'>
		<DBID>195</DBID>
		<DisplayNameID>24983</DisplayNameID>
		<EditorNameID>33335</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\bear\bear_polar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\bearpolar_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\bearpolar_portrait</PortraitIcon>
		<RolloverTextID>24982</RolloverTextID>
		<ShortRolloverTextID>25697</ShortRolloverTextID>
		<InitialHitpoints>420</InitialHitpoints>
		<MaxHitpoints>420</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>25</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='379' name ='Coureur'>
		<DBID>196</DBID>
		<DisplayNameID>25038</DisplayNameID>
		<EditorNameID>25039</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\coureur\coureur_du_bois.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\coureur\coureur_du_bois_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\coureur\coureur_du_bois_portrait</PortraitIcon>
		<RolloverTextID>25037</RolloverTextID>
		<ShortRolloverTextID>25623</ShortRolloverTextID>
		<InitialHitpoints>180</InitialHitpoints>
		<MaxHitpoints>180</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29</TrainPoints>
		<BuildLimit>80</BuildLimit>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
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		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
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		<UnitType>Economic</UnitType>
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		<UnitType>Unit</UnitType>
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		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
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		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
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		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
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		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
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		<Train row ='0' page ='6' column ='0'>House</Train>
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		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
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		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
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		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coureur.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.040000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1.200000</Rate>
			<Rate type ='House'>1.200000</Rate>
			<Rate type ='Manor'>1.200000</Rate>
			<Rate type ='Church'>1.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>10</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Huntable'>1.040000</Rate>
			<Rate type ='Mill'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.740000</Rate>
			<Rate type ='Plantation'>0.630000</Rate>
			<Rate type ='Tree'>0.620000</Rate>
			<Rate type ='Herdable'>2.500000</Rate>
			<Rate type ='BerryBush'>0.830000</Rate>
			<Rate type ='Farm'>0.630000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.630000</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.430000</Rate>
			<Rate type ='ypGroveBuilding'>0.620000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>2</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Guardian'>1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='380' name ='WarDog'>
		<DBID>197</DBID>
		<DisplayNameID>25043</DisplayNameID>
		<EditorNameID>25044</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\wardogs\wardog.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\wardogs\war_dog_icon_64x64</Icon>
		<PortraitIcon>units\wardogs\war_dog_portrait</PortraitIcon>
		<RolloverTextID>25042</RolloverTextID>
		<ShortRolloverTextID>25747</ShortRolloverTextID>
		<InitialHitpoints>85</InitialHitpoints>
		<MaxHitpoints>85</MaxHitpoints>
		<LOS>10</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>8</Bounty>
		<BuildBounty>8</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='381' name ='TestObject'>
		<DBID>198</DBID>
		<DisplayNameID>25049</DisplayNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\test_object\test_object.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>1315</InitialHitpoints>
		<MaxHitpoints>1315</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='382' name ='MercMameluke'>
		<DBID>199</DBID>
		<DisplayNameID>25140</DisplayNameID>
		<EditorNameID>25169</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\mameluke\mameluke_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\mameluke\mameluke_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\mameluke\mameluke_portrait</PortraitIcon>
		<RolloverTextID>25139</RolloverTextID>
		<ShortRolloverTextID>25660</ShortRolloverTextID>
		<InitialHitpoints>1450</InitialHitpoints>
		<MaxHitpoints>1450</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Gold'>400</Cost>
		<ScoreValue>60</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>34</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>34</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>34</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>23</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>68</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='383' name ='MercStradiot'>
		<DBID>200</DBID>
		<DisplayNameID>25145</DisplayNameID>
		<EditorNameID>25171</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\balkan_stradiot\balkan_stradiot_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\balkan_stradiot\balkan_stradiot_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\balkan_stradiot\balkan_stradiot_portrait</PortraitIcon>
		<RolloverTextID>25144</RolloverTextID>
		<ShortRolloverTextID>25663</ShortRolloverTextID>
		<InitialHitpoints>585</InitialHitpoints>
		<MaxHitpoints>585</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<ScoreValue>26</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Mercenary</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>56</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>56</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>56</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>37</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>112</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='384' name ='MercBlackRider'>
		<DBID>201</DBID>
		<DisplayNameID>25150</DisplayNameID>
		<EditorNameID>25151</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\black_rider\black_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\black_rider\black_rider_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\black_rider\black_rider_portrait</PortraitIcon>
		<RolloverTextID>25149</RolloverTextID>
		<ShortRolloverTextID>25654</ShortRolloverTextID>
		<InitialHitpoints>520</InitialHitpoints>
		<MaxHitpoints>520</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>47</TrainPoints>
		<Bounty>27</Bounty>
		<BuildBounty>27</BuildBounty>
		<Cost resourcetype ='Gold'>270</Cost>
		<ScoreValue>28</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='385' name ='MercManchu'>
		<DBID>203</DBID>
		<DisplayNameID>25160</DisplayNameID>
		<EditorNameID>25170</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\manchurian_archer\manchurian_archer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\manchurian_archer\manchurian_archer_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\manchurian_archer\manchurian_archer_portrait</PortraitIcon>
		<RolloverTextID>25159</RolloverTextID>
		<ShortRolloverTextID>25661</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42</TrainPoints>
		<Bounty>22</Bounty>
		<BuildBounty>22</BuildBounty>
		<Cost resourcetype ='Gold'>220</Cost>
		<ScoreValue>22</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Mercenary</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>27</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>11</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<Projectile>ArrowFlaming</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='386' name ='MercRonin'>
		<DBID>204</DBID>
		<DisplayNameID>25165</DisplayNameID>
		<EditorNameID>25166</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\samurai\ronin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\samurai\ronin_icon</Icon>
		<PortraitIcon>units\mercenaries\samurai\ronin_portrait</PortraitIcon>
		<RolloverTextID>25164</RolloverTextID>
		<ShortRolloverTextID>25662</ShortRolloverTextID>
		<InitialHitpoints>540</InitialHitpoints>
		<MaxHitpoints>540</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Gold'>400</Cost>
		<ScoreValue>40</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>120</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>160</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>80</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>29</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>58</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>58</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>116</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>58</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>116</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>58</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>116</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='387' name ='MercJaeger'>
		<DBID>205</DBID>
		<DisplayNameID>25174</DisplayNameID>
		<EditorNameID>25175</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\jaeger\jaeger.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\jaeger\hessian_jaeger_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\jaeger\hessian_jaeger_portrait</PortraitIcon>
		<RolloverTextID>25173</RolloverTextID>
		<ShortRolloverTextID>25658</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Gold'>180</Cost>
		<ScoreValue>40</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='388' name ='MercHackapell'>
		<DBID>206</DBID>
		<DisplayNameID>25179</DisplayNameID>
		<EditorNameID>25180</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\hackapell\hackapell_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\hackapell\hackapell_icon</Icon>
		<PortraitIcon>units\mercenaries\hackapell\hackapell_portrait</PortraitIcon>
		<RolloverTextID>25178</RolloverTextID>
		<ShortRolloverTextID>25655</ShortRolloverTextID>
		<InitialHitpoints>295</InitialHitpoints>
		<MaxHitpoints>295</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<ScoreValue>20</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>121</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>121</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>121</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>80</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>240</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='389' name ='NativeHouseCherokee'>
		<DBID>209</DBID>
		<DisplayNameID>25245</DisplayNameID>
		<EditorNameID>25246</EditorNameID>
		<SubCiv>Cherokee</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\wigwam.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='390' name ='NativeHouseTupi'>
		<DBID>210</DBID>
		<DisplayNameID>25249</DisplayNameID>
		<EditorNameID>25250</EditorNameID>
		<SubCiv>Tupi</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\hut.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='391' name ='FortFrontier'>
		<DBID>212</DBID>
		<DisplayNameID>25270</DisplayNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>6</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\fort\fort.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\fort\fort_icon</Icon>
		<MinimapIcon>ui\minimap\fort_star_16x16</MinimapIcon>
		<PortraitIcon>buildings\fort\fort_portrait</PortraitIcon>
		<RolloverTextID>25269</RolloverTextID>
		<ShortRolloverTextID>25639</ShortRolloverTextID>
		<InitialHitpoints>8500</InitialHitpoints>
		<MaxHitpoints>8500</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>150</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>440</Bounty>
		<BuildBounty>0</BuildBounty>
		<Cost resourcetype ='Wood'>600</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='0'>ypOldHanArmy</Train>
		<Train row ='0' page ='0' column ='1'>ypStandardArmy</Train>
		<Train row ='0' page ='0' column ='2'>ypMingArmy</Train>
		<Train row ='0' page ='0' column ='3'>ypTerritorialArmy</Train>
		<Train row ='0' page ='0' column ='4'>ypForbiddenArmy</Train>
		<Train row ='0' page ='0' column ='5'>ypImperialArmy</Train>
		<Train row ='0' page ='0' column ='0'>ypRajput</Train>
		<Train row ='0' page ='0' column ='1'>ypSepoy</Train>
		<Train row ='0' page ='0' column ='2'>ypNatMercGurkha</Train>
		<Train row ='0' page ='0' column ='3'>ypSowar</Train>
		<Train row ='0' page ='0' column ='4'>ypZamburak</Train>
		<Train row ='0' page ='0' column ='5'>ypMahout</Train>
		<Train row ='0' page ='0' column ='6'>ypHowdah</Train>
		<Tech row ='0' page ='1' column ='0'>Revetment</Tech>
		<Tech row ='0' page ='1' column ='1'>StarFort</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>HeroName2</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='1' column ='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>fort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>300</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>150</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26</MaxRange>
			<ROF>3</ROF>
			<DamageCap>300</DamageCap>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>Cannonball</Projectile>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='392' name ='IGCMorgan'>
		<DBID>213</DBID>
		<DisplayNameID>25278</DisplayNameID>
		<EditorNameID>25335</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\morgan_black\igc_morgan_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\morgan_black\morgan_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\morgan_black\morgan_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='393' name ='IGCJohn'>
		<DBID>214</DBID>
		<DisplayNameID>25282</DisplayNameID>
		<EditorNameID>25332</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\john_black\john_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\john_black\john_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\john_black\john_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='394' name ='IGCAmelia'>
		<DBID>215</DBID>
		<DisplayNameID>25286</DisplayNameID>
		<EditorNameID>25328</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\amelia_black\igc_amelia_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\amelia_black\amelia_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\amelia_black\amelia_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='395' name ='IGCKanyenke'>
		<DBID>216</DBID>
		<DisplayNameID>25290</DisplayNameID>
		<EditorNameID>25333</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\kanyenke\kanyenke.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke\kanyenke_icon_64x64</Icon>
		<PortraitIcon>units\spc\kanyenke\Kanyenke_igc_Icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='396' name ='IGCNonahkee'>
		<DBID>217</DBID>
		<DisplayNameID>25294</DisplayNameID>
		<EditorNameID>25336</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\nonahkee\igc_nonahkee.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\nonahkee\nonahkee_icon_64x64</Icon>
		<PortraitIcon>units\spc\nonahkee\nonahkee_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>KnockoutDeath</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='397' name ='IGCAlain'>
		<DBID>218</DBID>
		<DisplayNameID>25298</DisplayNameID>
		<EditorNameID>25327</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\alain\igc_alain_magnan.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\alain\alain_igc_icon</Icon>
		<PortraitIcon>units\spc\alain\alain_igc_portrait</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='398' name ='IGCWarwick'>
		<DBID>219</DBID>
		<DisplayNameID>25302</DisplayNameID>
		<EditorNameID>25338</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\warwick\igc_warwick.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\warwick\igc_warwick_icon</Icon>
		<PortraitIcon>units\spc\warwick\igc_warwick_portrait</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>KnockoutDeath</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='399' name ='IGCBeaumont'>
		<DBID>220</DBID>
		<DisplayNameID>25306</DisplayNameID>
		<EditorNameID>25329</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\beaumont\igc_beaumont.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\beaumont\beaumont_icon_64x64</Icon>
		<PortraitIcon>units\spc\beaumont\beaumont_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='400' name ='IGCLizzie'>
		<DBID>221</DBID>
		<DisplayNameID>25310</DisplayNameID>
		<EditorNameID>25334</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\elizabeth_ramsey\igc_elizabeth_ramsey.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\elizabeth_ramsey\elizabeth_ramsey_icon_64x64</Icon>
		<PortraitIcon>units\spc\elizabeth_ramsey\elizabeth_ramsey_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>KnockoutDeath</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='401' name ='IGCSahin'>
		<DBID>222</DBID>
		<DisplayNameID>25314</DisplayNameID>
		<EditorNameID>25337</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\sahin\igc_sahin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\sahin\sahin_icon_64x64</Icon>
		<PortraitIcon>units\spc\sahin\sahin_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='402' name ='IGCCooper'>
		<DBID>223</DBID>
		<DisplayNameID>25318</DisplayNameID>
		<EditorNameID>25330</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\major_cooper\igc_major_cooper.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\major_cooper\major_cooper_icon_64x64</Icon>
		<PortraitIcon>units\spc\major_cooper\major_cooper_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>KnockoutDeath</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='403' name ='IGCDelgado'>
		<DBID>224</DBID>
		<DisplayNameID>25322</DisplayNameID>
		<EditorNameID>25331</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\delgado\igc_delgado.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\delgado\delgado_icon_64x64</Icon>
		<PortraitIcon>units\spc\delgado\delgado_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='404' name ='Missionary'>
		<DBID>225</DBID>
		<DisplayNameID>25340</DisplayNameID>
		<EditorNameID>27774</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\priests\spanish_priest.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\priests\spanish_priest_icon</Icon>
		<PortraitIcon>units\priests\spanish_priest_portrait</PortraitIcon>
		<RolloverTextID>25339</RolloverTextID>
		<ShortRolloverTextID>25667</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>10</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='405' name ='WallStraight2'>
		<DBID>227</DBID>
		<DisplayNameID>25380</DisplayNameID>
		<EditorNameID>25391</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_large.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>25379</RolloverTextID>
		<ShortRolloverTextID>25742</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>4</LOS>
		<BuildPoints>5</BuildPoints>
		<Cost resourcetype ='Wood'>5</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<Tech row ='0' page ='1' column ='0'>Bastion</Tech>
		<Flag>FlattenGround</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Invulnerable</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='406' name ='WallStraight3'>
		<DBID>228</DBID>
		<DisplayNameID>25383</DisplayNameID>
		<EditorNameID>25390</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_large.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>25382</RolloverTextID>
		<ShortRolloverTextID>25743</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>4</LOS>
		<BuildPoints>5</BuildPoints>
		<Cost resourcetype ='Wood'>5</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='0'>Bastion</Tech>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Flag>Invulnerable</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='407' name ='WallStraight4'>
		<DBID>229</DBID>
		<DisplayNameID>25386</DisplayNameID>
		<EditorNameID>25389</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_large.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>25385</RolloverTextID>
		<ShortRolloverTextID>25744</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>4</LOS>
		<BuildPoints>5</BuildPoints>
		<Cost resourcetype ='Wood'>5</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<Tech row ='0' page ='1' column ='0'>Bastion</Tech>
		<Flag>FlattenGround</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Invulnerable</Flag>
		<Command page ='6' column ='0'>Transform</Command>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='408' name ='TreeAmazon'>
		<DBID>253</DBID>
		<DisplayNameID>25836</DisplayNameID>
		<EditorNameID>25837</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_amazon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>25835</RolloverTextID>
		<ShortRolloverTextID>25834</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='409' name ='NativeHouseIroquoisSPC'>
		<DBID>261</DBID>
		<DisplayNameID>25879</DisplayNameID>
		<EditorNameID>25881</EditorNameID>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\longhouse.xml</AnimFile>
		<Icon>ui\units\IRO_tomahawk_icon</Icon>
		<PortraitIcon>ui\units\IRO_tomahawk_portrait</PortraitIcon>
		<RolloverTextID>42193</RolloverTextID>
		<ShortRolloverTextID>42192</ShortRolloverTextID>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='410' name ='NativeHouseInca'>
		<DBID>263</DBID>
		<DisplayNameID>25912</DisplayNameID>
		<EditorNameID>25913</EditorNameID>
		<SubCiv>Incas</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\native house aztec.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='411' name ='NativeHouseCarib'>
		<DBID>264</DBID>
		<DisplayNameID>25917</DisplayNameID>
		<EditorNameID>25918</EditorNameID>
		<SubCiv>Caribs</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\hut.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='412' name ='Jaguar'>
		<DBID>267</DBID>
		<DisplayNameID>25958</DisplayNameID>
		<EditorNameID>33334</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\jaguar\jaguar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\jaguar\jaguar_icon</Icon>
		<PortraitIcon>units\animals\jaguar\jaguar_portrait</PortraitIcon>
		<RolloverTextID>25957</RolloverTextID>
		<ShortRolloverTextID>25956</ShortRolloverTextID>
		<InitialHitpoints>190</InitialHitpoints>
		<MaxHitpoints>190</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='413' name ='Tapir'>
		<DBID>268</DBID>
		<DisplayNameID>25962</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\tapir\tapir.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\tapir\tapir_icon</Icon>
		<PortraitIcon>units\animals\tapir\tapir_portrait</PortraitIcon>
		<RolloverTextID>25961</RolloverTextID>
		<ShortRolloverTextID>25960</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.080000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='414' name ='CrateofFood'>
		<DBID>274</DBID>
		<DisplayNameID>26021</DisplayNameID>
		<EditorNameID>33048</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_food_small.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>26020</RolloverTextID>
		<ShortRolloverTextID>26019</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Food'>100</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>NotDeleteable</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='415' name ='CrateofWood'>
		<DBID>275</DBID>
		<DisplayNameID>26025</DisplayNameID>
		<EditorNameID>33052</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_wood_small.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<PortraitIcon>ui\command\generate_wood_portrait</PortraitIcon>
		<RolloverTextID>26024</RolloverTextID>
		<ShortRolloverTextID>26023</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Wood'>100</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='416' name ='CrateofCoin'>
		<DBID>276</DBID>
		<DisplayNameID>26029</DisplayNameID>
		<EditorNameID>33044</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_coin_small.xml</AnimFile>
		<Icon>ui\command\generate_coin_icon</Icon>
		<PortraitIcon>ui\command\generate_coin_portrait</PortraitIcon>
		<RolloverTextID>26028</RolloverTextID>
		<ShortRolloverTextID>26027</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Gold'>100</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='417' name ='Plantation'>
		<DBID>278</DBID>
		<DisplayNameID>26042</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\plantation\plantation.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>buildings\plantation\plantation_icon</Icon>
		<PortraitIcon>buildings\plantation\plantation_portrait</PortraitIcon>
		<RolloverTextID>26041</RolloverTextID>
		<ShortRolloverTextID>26040</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>320</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Wood'>800</Cost>
		<InitialResource resourcetype ='Gold'>999</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>10</GathererLimit>
		<BuilderLimit>10</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Tech row ='0' page ='1' column ='0'>EarthCeremony</Tech>
		<Tech row ='0' page ='1' column ='0'>EarthGiftCeremony</Tech>
		<Tech row ='0' page ='1' column ='0'>Homesteading</Tech>
		<Tech row ='0' page ='1' column ='0'>Bookkeeping</Tech>
		<Tech row ='0' page ='2' column ='0'>BigPlantationTezcatlipoca</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpExcessiveTributeNative</Tech>
		<Tech row ='0' page ='2' column ='0'>BigPlantationGunTrade</Tech>
		<Tech row ='0' page ='1' column ='0'>OreRefining</Tech>
		<Tech row ='0' page ='2' column ='0'>BigPlantationMapleFestival</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='418' name ='Capybara'>
		<DBID>279</DBID>
		<DisplayNameID>26053</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\capybara\capybara.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\capybara\capybara_icon</Icon>
		<PortraitIcon>units\animals\capybara\capybara_portrait</PortraitIcon>
		<RolloverTextID>26052</RolloverTextID>
		<ShortRolloverTextID>26051</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='419' name ='PetJaguar'>
		<DBID>297</DBID>
		<DisplayNameID>26167</DisplayNameID>
		<EditorNameID>26168</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\jaguar\jaguar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\jaguar\jaguar_icon</Icon>
		<PortraitIcon>units\animals\jaguar\jaguar_portrait</PortraitIcon>
		<RolloverTextID>26166</RolloverTextID>
		<ShortRolloverTextID>26165</ShortRolloverTextID>
		<InitialHitpoints>190</InitialHitpoints>
		<MaxHitpoints>190</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>23</Bounty>
		<BuildBounty>23</BuildBounty>
		<Cost resourcetype ='Food'>225</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='420' name ='BlackBear'>
		<DBID>298</DBID>
		<DisplayNameID>26174</DisplayNameID>
		<EditorNameID>33333</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\bear\bear_black.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\bearblack_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\bearblack_portrait</PortraitIcon>
		<RolloverTextID>26173</RolloverTextID>
		<ShortRolloverTextID>26172</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='421' name ='Deer'>
		<DBID>299</DBID>
		<DisplayNameID>26178</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\deer\deer.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\deer\deer_icon_64x64</Icon>
		<PortraitIcon>units\animals\deer\deer_portrait</PortraitIcon>
		<RolloverTextID>26177</RolloverTextID>
		<ShortRolloverTextID>26176</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CivSpecificText</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='422' name ='MeetingPole'>
		<DBID>304</DBID>
		<DisplayNameID>26208</DisplayNameID>
		<EditorNameID>26209</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\meetingpole.xml</AnimFile>
		<Icon>objects\meeting_pole\meeting_pole_icon</Icon>
		<MinimapIcon>ui\minimap\t</MinimapIcon>
		<PortraitIcon>objects\meeting_pole\meeting_pole_icon</PortraitIcon>
		<RolloverTextID>26207</RolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='423' name ='NativeHouseCree'>
		<DBID>305</DBID>
		<DisplayNameID>26213</DisplayNameID>
		<EditorNameID>26214</EditorNameID>
		<SubCiv>Cree</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\cree.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='424' name ='Surgeon'>
		<DBID>306</DBID>
		<DisplayNameID>26218</DisplayNameID>
		<EditorNameID>27775</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\surgeons\surgeon.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\surgeons\surgeon_icon</Icon>
		<PortraitIcon>units\surgeons\surgeon_portrait</PortraitIcon>
		<RolloverTextID>26217</RolloverTextID>
		<ShortRolloverTextID>26216</ShortRolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='6' column ='0'>FieldHospital</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>surgeon.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>10</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='425' name ='Imam'>
		<DBID>308</DBID>
		<DisplayNameID>26226</DisplayNameID>
		<EditorNameID>27772</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\priests\imam.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\priests\ottoman_priest_icon</Icon>
		<PortraitIcon>units\priests\ottoman_priest_portrait</PortraitIcon>
		<RolloverTextID>26225</RolloverTextID>
		<ShortRolloverTextID>26224</ShortRolloverTextID>
		<InitialHitpoints>360</InitialHitpoints>
		<MaxHitpoints>360</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>CanAutoHeal</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>10</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='426' name ='NativeHouseLakota'>
		<DBID>310</DBID>
		<DisplayNameID>26234</DisplayNameID>
		<EditorNameID>26235</EditorNameID>
		<SubCiv>Lakota</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\tipi.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='427' name ='NativeHouseNootka'>
		<DBID>312</DBID>
		<DisplayNameID>26253</DisplayNameID>
		<EditorNameID>26254</EditorNameID>
		<SubCiv>Nootka</SubCiv>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\longhouse.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='428' name ='Caribou'>
		<DBID>317</DBID>
		<DisplayNameID>26292</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\caribou\caribou.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\caribou\caribou_icon_64x64</Icon>
		<PortraitIcon>units\animals\caribou\caribou_portrait</PortraitIcon>
		<RolloverTextID>26291</RolloverTextID>
		<ShortRolloverTextID>26290</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='429' name ='Outpost'>
		<DBID>318</DBID>
		<DisplayNameID>26307</DisplayNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\outpost\outpost.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\outpost\outpost_icon_64x64</Icon>
		<PortraitIcon>buildings\outpost\outpost_portrait</PortraitIcon>
		<RolloverTextID>26306</RolloverTextID>
		<ShortRolloverTextID>26305</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70</Bounty>
		<BuildBounty>35</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='1' column ='0'>FortifiedOutpost</Tech>
		<Tech row ='0' page ='1' column ='0'>FrontierOutpost</Tech>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Command page ='1' column ='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command>CancelNativeDance</Command>
		<Command>StartNativeDance</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageCap>120</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='430' name ='Moose'>
		<DBID>326</DBID>
		<DisplayNameID>26507</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\moose\moose.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\moose\moose_icon_64x64</Icon>
		<PortraitIcon>units\animals\moose\moose_icon_portrait</PortraitIcon>
		<RolloverTextID>26504</RolloverTextID>
		<ShortRolloverTextID>26503</ShortRolloverTextID>
		<InitialHitpoints>30</InitialHitpoints>
		<MaxHitpoints>30</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.080000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='431' name ='MuskOx'>
		<DBID>327</DBID>
		<DisplayNameID>26510</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\musk_ox\musk_ox.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\musk_ox\musk_ox_icon</Icon>
		<PortraitIcon>units\animals\musk_ox\musk_ox_portrait</PortraitIcon>
		<RolloverTextID>26509</RolloverTextID>
		<ShortRolloverTextID>26508</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CivSpecificText</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.080000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='432' name ='Cougar'>
		<DBID>330</DBID>
		<DisplayNameID>26516</DisplayNameID>
		<EditorNameID>33337</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\cougar\cougar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\cougar\cougar_icon_64x64</Icon>
		<PortraitIcon>units\animals\cougar\cougar_portrait</PortraitIcon>
		<RolloverTextID>26515</RolloverTextID>
		<ShortRolloverTextID>26514</ShortRolloverTextID>
		<InitialHitpoints>115</InitialHitpoints>
		<MaxHitpoints>115</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='433' name ='BighornSheep'>
		<DBID>331</DBID>
		<DisplayNameID>26520</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\bighorn_sheep\bighorn_sheep.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bighorn_sheep\bighorn_sheep_icon</Icon>
		<PortraitIcon>units\animals\bighorn_sheep\bighorn_sheep_portrait</PortraitIcon>
		<RolloverTextID>26519</RolloverTextID>
		<ShortRolloverTextID>26518</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CivSpecificText</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='434' name ='Market'>
		<DBID>337</DBID>
		<DisplayNameID>26749</DisplayNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\market\market.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\market\market_icon</Icon>
		<PortraitIcon>buildings\market\market_portrait</PortraitIcon>
		<RolloverTextID>26748</RolloverTextID>
		<ShortRolloverTextID>26747</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>15</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Tech row ='0' page ='1' column ='0'>SteelTraps</Tech>
		<Tech row ='0' page ='1' column ='1'>CircularSaw</Tech>
		<Tech row ='0' page ='1' column ='4'>GreatCoat</Tech>
		<Tech row ='0' page ='1' column ='3'>Blunderbuss</Tech>
		<Tech row ='0' page ='1' column ='0'>HuntingDogs</Tech>
		<Tech row ='0' page ='1' column ='1'>Gangsaw</Tech>
		<Tech row ='0' page ='1' column ='1'>LogFlume</Tech>
		<Tech row ='0' page ='2' column ='0'>BigMarketNewYear</Tech>
		<Tech row ='0' page ='1' column ='1'>LumberCeremony</Tech>
		<Tech row ='0' page ='1' column ='1'>ForestSpiritCeremony</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpDeforestationNative</Tech>
		<Tech row ='0' page ='1' column ='4'>GreatCoat</Tech>
		<Tech row ='0' page ='1' column ='3'>Blunderbuss</Tech>
		<Tech row ='0' page ='1' column ='0'>HuntingDogs</Tech>
		<Tech row ='0' page ='1' column ='1'>Gangsaw</Tech>
		<Tech row ='0' page ='1' column ='1'>LogFlume</Tech>
		<Tech row ='0' page ='1' column ='3'>SpiritMedicine</Tech>
		<Tech row ='0' page ='1' column ='1'>ForestPeopleCeremony</Tech>
		<Tech row ='0' page ='1' column ='2'>PlacerMines</Tech>
		<Tech row ='0' page ='1' column ='2'>Amalgamation</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Command page ='7' column ='1'>MarketBuy2</Command>
		<Command page ='7' column ='0'>MarketBuy1</Command>
		<Command page ='8' column ='0'>MarketSell1</Command>
		<Command page ='8' column ='1'>MarketSell2</Command>
		<Tactics>autogatherer.tactics</Tactics>
	</Unit>
	<Unit id ='435' name ='FootprintWheel'>
		<DBID>340</DBID>
		<DisplayNameID>26818</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_wheel.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlwaysFullColorAsCursor</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='436' name ='WhiteJaguar'>
		<DBID>343</DBID>
		<DisplayNameID>26832</DisplayNameID>
		<EditorNameID>26833</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\white_jaguar\white_jaguar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\spc\white_jaguar\jaguar_white_icon_64x64</Icon>
		<PortraitIcon>units\spc\white_jaguar\jaguar_white_portrait</PortraitIcon>
		<RolloverTextID>26831</RolloverTextID>
		<ShortRolloverTextID>29007</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>6</Bounty>
		<BuildBounty>6</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>22</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='437' name ='NativeHouseMaya'>
		<DBID>345</DBID>
		<DisplayNameID>26940</DisplayNameID>
		<EditorNameID>26941</EditorNameID>
		<SubCiv>Maya</SubCiv>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\native house maya.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='438' name ='Turkey'>
		<DBID>346</DBID>
		<DisplayNameID>27054</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\turkey\turkey.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\turkey\turkey_portrait</Icon>
		<PortraitIcon>units\animals\turkey\turkey_portrait</PortraitIcon>
		<RolloverTextID>27053</RolloverTextID>
		<ShortRolloverTextID>27052</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='439' name ='MercBarbaryCorsair'>
		<DBID>351</DBID>
		<DisplayNameID>27311</DisplayNameID>
		<EditorNameID>27312</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\barbary_corsair\barbary_corsair.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\barbary_corsair\barbary_corsair_portrait</PortraitIcon>
		<RolloverTextID>27310</RolloverTextID>
		<ShortRolloverTextID>27309</ShortRolloverTextID>
		<InitialHitpoints>315</InitialHitpoints>
		<MaxHitpoints>315</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<ScoreValue>20</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='440' name ='CoveredWagon'>
		<DBID>352</DBID>
		<DisplayNameID>27330</DisplayNameID>
		<EditorNameID>34134</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\villagers\covered_wagon\covered_wagon_icon_64</Icon>
		<MinimapIcon>ui\minimap\s</MinimapIcon>
		<PortraitIcon>units\villagers\covered_wagon\covered_wagon_portrait</PortraitIcon>
		<RolloverTextID>27329</RolloverTextID>
		<ShortRolloverTextID>27328</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>TCBuildLimit</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TownCenter'>1.330000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='441' name ='Frigate'>
		<DBID>353</DBID>
		<DisplayNameID>27684</DisplayNameID>
		<EditorNameID>27685</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\frigate\frigate.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\frigate\frigate_icon_64x64</Icon>
		<PortraitIcon>units\naval\frigate\frigate_icon_portrait</PortraitIcon>
		<RolloverTextID>27683</RolloverTextID>
		<ShortRolloverTextID>27682</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100</Bounty>
		<BuildBounty>100</BuildBounty>
		<Cost resourcetype ='Wood'>500</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>2</ROF>
			<DamageCap>180</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='442' name ='Fluyt'>
		<DBID>355</DBID>
		<DisplayNameID>27698</DisplayNameID>
		<EditorNameID>27699</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\fluyt\fluyt.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\fluyt\fluyt_icon_64x64</Icon>
		<PortraitIcon>units\naval\fluyt\fluyt_portrait</PortraitIcon>
		<RolloverTextID>27697</RolloverTextID>
		<ShortRolloverTextID>27696</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='4'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='4'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='0'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Musketeer</Train>
		<Train row ='0' page ='0' column ='9'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>Grenadier</Train>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Tactics>fluyt.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>70</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>140</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='443' name ='Galleon'>
		<DBID>356</DBID>
		<DisplayNameID>27705</DisplayNameID>
		<EditorNameID>27706</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\galleon\galleon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<RolloverTextID>27738</RolloverTextID>
		<ShortRolloverTextID>27703</ShortRolloverTextID>
		<InitialHitpoints>1500</InitialHitpoints>
		<MaxHitpoints>1500</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Train row ='0' page ='0' column ='10'>AbusGun</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cossack</Train>
		<Train row ='0' page ='0' column ='6'>Uhlan</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='8'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='8'>Dragoon</Train>
		<Train row ='0' page ='0' column ='9'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>Grenadier</Train>
		<Train row ='0' page ='0' column ='0'>ypRajput</Train>
		<Train row ='0' page ='0' column ='2'>ypSepoy</Train>
		<Train row ='0' page ='0' column ='1'>ypUrumi</Train>
		<Train row ='0' page ='0' column ='4'>ypZamburak</Train>
		<Train row ='0' page ='0' column ='3'>ypSowar</Train>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>galleon.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>96</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='444' name ='Galley'>
		<DBID>357</DBID>
		<DisplayNameID>27712</DisplayNameID>
		<EditorNameID>27713</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>10</MaxVelocity>
		<MaxRunVelocity>12</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\galley\galley.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\galley\galley_icon_64x64</Icon>
		<PortraitIcon>units\naval\galley\galley_portrait</PortraitIcon>
		<RolloverTextID>27711</RolloverTextID>
		<ShortRolloverTextID>27710</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Ranged' value ='0.6000'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractWhale'>0.5</Rate>
			<Rate type ='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>140</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='445' name ='Privateer'>
		<DBID>359</DBID>
		<DisplayNameID>27726</DisplayNameID>
		<EditorNameID>27727</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\privateer\privateer.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\privateer\privateer_icon_64x64</Icon>
		<PortraitIcon>units\naval\privateer\privateer_icon_portrait</PortraitIcon>
		<RolloverTextID>27725</RolloverTextID>
		<ShortRolloverTextID>27724</ShortRolloverTextID>
		<InitialHitpoints>900</InitialHitpoints>
		<MaxHitpoints>900</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>50</Bounty>
		<Cost resourcetype ='Gold'>500</Cost>
		<Cost resourcetype ='Ships'>1</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MercType5</UnitType>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>privateer.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>60</DamageCap>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>200</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='446' name ='NuggetCave'>
		<DBID>364</DBID>
		<DisplayNameID>27893</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\cave\cave_dirt_nugget.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>27892</RolloverTextID>
		<ShortRolloverTextID>27891</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='447' name ='TreeYukon'>
		<DBID>365</DBID>
		<DisplayNameID>27900</DisplayNameID>
		<EditorNameID>27901</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_yukon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>27899</RolloverTextID>
		<ShortRolloverTextID>27898</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='448' name ='TreeYukonSnow'>
		<DBID>371</DBID>
		<DisplayNameID>27944</DisplayNameID>
		<EditorNameID>27945</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_yukon_snow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>27943</RolloverTextID>
		<ShortRolloverTextID>27942</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='449' name ='IGCChilche'>
		<DBID>385</DBID>
		<DisplayNameID>28082</DisplayNameID>
		<EditorNameID>28083</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\chilche_young\igc_chilche_young.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\chilche_young\chilche_young_icon</Icon>
		<PortraitIcon>units\spc\chilche_young\chilche_young_portrait</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='450' name ='Cow'>
		<DBID>398</DBID>
		<DisplayNameID>28186</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3</IdleTimeout>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\cow\cow.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\cow\cow_icon_64x64</Icon>
		<PortraitIcon>units\animals\cow\cow_portrait</PortraitIcon>
		<RolloverTextID>28185</RolloverTextID>
		<ShortRolloverTextID>28184</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0</Bounty>
		<Cost resourcetype ='Food'>80</Cost>
		<CarryCapacity resourcetype ='Food'>500</CarryCapacity>
		<InitialResource resourcetype ='Food'>50</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.25</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='LivestockPen'>1</Rate>
			<Rate type ='Farm'>1</Rate>
			<Rate type ='ypVillage'>1</Rate>
			<Rate type ='YPLivestockPenAsian'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type ='ypSacredField'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.140000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='451' name ='Wolf'>
		<DBID>409</DBID>
		<DisplayNameID>28233</DisplayNameID>
		<EditorNameID>28719</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\wolf_icon_portrait</PortraitIcon>
		<RolloverTextID>28232</RolloverTextID>
		<ShortRolloverTextID>28231</ShortRolloverTextID>
		<InitialHitpoints>115</InitialHitpoints>
		<MaxHitpoints>115</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='452' name ='Horse'>
		<DBID>410</DBID>
		<DisplayNameID>28237</DisplayNameID>
		<EditorNameID>42757</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\horse\horse.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\horse\horse_icon_64x64</Icon>
		<PortraitIcon>units\animals\horse\horse_portrait</PortraitIcon>
		<RolloverTextID>28236</RolloverTextID>
		<ShortRolloverTextID>28235</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<ResourceDecay>0.7500</ResourceDecay>
		<UnitAIType>Passive</UnitAIType>
		<ResourceSubType>meat</ResourceSubType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='453' name ='IGCWashington'>
		<DBID>416</DBID>
		<DisplayNameID>28255</DisplayNameID>
		<EditorNameID>28256</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\george_washington\igc_george_washington.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\george_washington\george_washington_icon_64x64</Icon>
		<PortraitIcon>units\spc\george_washington\george_washington_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='454' name ='AIStart'>
		<DBID>419</DBID>
		<DisplayNameID>28351</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<LOS>0</LOS>
		<SocketUnitType>AIStart</SocketUnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='455' name ='IGCStuart'>
		<DBID>422</DBID>
		<DisplayNameID>28376</DisplayNameID>
		<EditorNameID>28377</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\stuart_black\igc_stuart_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\stuart_black\stuart_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\stuart_black\stuart_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='456' name ='TreeSaguenay'>
		<DBID>423</DBID>
		<DisplayNameID>28441</DisplayNameID>
		<EditorNameID>28442</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_saguenay.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>28440</RolloverTextID>
		<ShortRolloverTextID>28439</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='457' name ='Boneguard'>
		<DBID>429</DBID>
		<DisplayNameID>28478</DisplayNameID>
		<EditorNameID>28479</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\boneguard\boneguard.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\boneguard\boneguard_age1_icon_64x64</Icon>
		<PortraitIcon>units\infantry\boneguard\boneguard_age1_portrait</PortraitIcon>
		<RolloverTextID>28477</RolloverTextID>
		<ShortRolloverTextID>28476</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>50</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>7</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='458' name ='WhiteWolf'>
		<DBID>440</DBID>
		<DisplayNameID>28571</DisplayNameID>
		<EditorNameID>36191</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\white_wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\white_wolf_portrait</PortraitIcon>
		<RolloverTextID>38154</RolloverTextID>
		<ShortRolloverTextID>38171</ShortRolloverTextID>
		<InitialHitpoints>100</InitialHitpoints>
		<MaxHitpoints>100</MaxHitpoints>
		<LOS>10</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>23</Bounty>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>Tracked</Flag>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>22</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='459' name ='Mine'>
		<DBID>442</DBID>
		<DisplayNameID>28577</DisplayNameID>
		<EditorNameID>33757</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\gold_mine\silver_mine.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>28576</RolloverTextID>
		<ShortRolloverTextID>28575</ShortRolloverTextID>
		<LOS>18</LOS>
		<InitialResource resourcetype ='Gold'>2000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='0.8900' blue ='0.2500' green ='0.7000'></MinimapColor>
		<GathererLimit>20</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>MinedResource</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='460' name ='Rhea'>
		<DBID>459</DBID>
		<DisplayNameID>28615</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\rhea\rhea.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\rhea\rhea_portrait</Icon>
		<PortraitIcon>units\animals\rhea\rhea_portrait</PortraitIcon>
		<RolloverTextID>28614</RolloverTextID>
		<ShortRolloverTextID>28613</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='461' name ='PetCougar'>
		<DBID>462</DBID>
		<DisplayNameID>28635</DisplayNameID>
		<EditorNameID>28636</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\cougar\cougar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\cougar\pet_cougar_icon_64x64</Icon>
		<PortraitIcon>units\animals\cougar\cougar_portrait</PortraitIcon>
		<RolloverTextID>28634</RolloverTextID>
		<ShortRolloverTextID>28633</ShortRolloverTextID>
		<InitialHitpoints>115</InitialHitpoints>
		<MaxHitpoints>115</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='462' name ='PetGrizzly'>
		<DBID>463</DBID>
		<DisplayNameID>28642</DisplayNameID>
		<EditorNameID>28643</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\bear\bear_grizzly.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\beargrizzly_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\beargrizzly_portrait</PortraitIcon>
		<RolloverTextID>28641</RolloverTextID>
		<ShortRolloverTextID>28640</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>25</Bounty>
		<BuildBounty>25</BuildBounty>
		<Cost resourcetype ='Food'>250</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='463' name ='PetPolarBear'>
		<DBID>464</DBID>
		<DisplayNameID>28649</DisplayNameID>
		<EditorNameID>28650</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\bear\bear_polar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\bearpolar_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\bearpolar_portrait</PortraitIcon>
		<RolloverTextID>28648</RolloverTextID>
		<ShortRolloverTextID>28647</ShortRolloverTextID>
		<InitialHitpoints>420</InitialHitpoints>
		<MaxHitpoints>420</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>45</Bounty>
		<BuildBounty>45</BuildBounty>
		<Cost resourcetype ='Food'>450</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='464' name ='PetWolf'>
		<DBID>465</DBID>
		<DisplayNameID>28656</DisplayNameID>
		<EditorNameID>28657</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\wolf_icon_portrait</PortraitIcon>
		<RolloverTextID>28655</RolloverTextID>
		<ShortRolloverTextID>28654</ShortRolloverTextID>
		<InitialHitpoints>115</InitialHitpoints>
		<MaxHitpoints>115</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>9</Bounty>
		<BuildBounty>9</BuildBounty>
		<Cost resourcetype ='Food'>85</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='465' name ='Coyote'>
		<DBID>473</DBID>
		<DisplayNameID>28716</DisplayNameID>
		<EditorNameID>28718</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\wolf_icon_portrait</PortraitIcon>
		<RolloverTextID>28715</RolloverTextID>
		<ShortRolloverTextID>28714</ShortRolloverTextID>
		<InitialHitpoints>80</InitialHitpoints>
		<MaxHitpoints>80</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='466' name ='FishCod'>
		<DBID>476</DBID>
		<DisplayNameID>28761</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\fish.xml</AnimFile>
		<Icon>units\animals\fish\cod_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\cod_portrait</PortraitIcon>
		<RolloverTextID>28760</RolloverTextID>
		<ShortRolloverTextID>28759</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>AbstractFish</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='467' name ='ExplorerDog'>
		<DBID>483</DBID>
		<DisplayNameID>28974</DisplayNameID>
		<EditorNameID>28975</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\wardogs\wardog.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\wardogs\war_dog_icon_64x64</Icon>
		<PortraitIcon>units\wardogs\war_dog_portrait</PortraitIcon>
		<RolloverTextID>28973</RolloverTextID>
		<ShortRolloverTextID>28972</ShortRolloverTextID>
		<InitialHitpoints>215</InitialHitpoints>
		<MaxHitpoints>215</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>1</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>10</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='468' name ='LivestockPen'>
		<DBID>484</DBID>
		<DisplayNameID>29032</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\livestock pen\livestock pen.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>livestockpen</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\livestock pen\livestock_pen_icon</Icon>
		<PortraitIcon>buildings\livestock pen\livestock_pen_portrait</PortraitIcon>
		<RolloverTextID>29031</RolloverTextID>
		<ShortRolloverTextID>29030</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>10</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>100</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<CarryCapacity resourcetype ='Food'>100</CarryCapacity>
		<InitialResource resourcetype ='Food'>999</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>10</GathererLimit>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Building</UnitType>
		<Train row ='0' page ='0' column ='0'>Sheep</Train>
		<Tech row ='0' page ='1' column ='5'>SelectiveBreeding</Tech>
		<Flag>UnlimitedSupply</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
	</Unit>
	<Unit id ='469' name ='TreeTexas'>
		<DBID>486</DBID>
		<DisplayNameID>29062</DisplayNameID>
		<EditorNameID>29063</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_texas.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29061</RolloverTextID>
		<ShortRolloverTextID>29060</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='470' name ='TreeTexasDirt'>
		<DBID>487</DBID>
		<DisplayNameID>29067</DisplayNameID>
		<EditorNameID>29068</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_texasdirt.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29066</RolloverTextID>
		<ShortRolloverTextID>29065</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='471' name ='TreeGreatLakes'>
		<DBID>488</DBID>
		<DisplayNameID>29072</DisplayNameID>
		<EditorNameID>29073</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_greatlakes.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29071</RolloverTextID>
		<ShortRolloverTextID>29070</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='472' name ='TreeNewEngland'>
		<DBID>491</DBID>
		<DisplayNameID>29108</DisplayNameID>
		<EditorNameID>29109</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_newengland.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29107</RolloverTextID>
		<ShortRolloverTextID>29106</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='473' name ='PetCoyote'>
		<DBID>497</DBID>
		<DisplayNameID>29162</DisplayNameID>
		<EditorNameID>29163</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\wolf_icon_portrait</PortraitIcon>
		<RolloverTextID>29161</RolloverTextID>
		<ShortRolloverTextID>29160</ShortRolloverTextID>
		<InitialHitpoints>80</InitialHitpoints>
		<MaxHitpoints>80</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>5</Bounty>
		<BuildBounty>5</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='474' name ='OutlawRider'>
		<DBID>498</DBID>
		<DisplayNameID>29169</DisplayNameID>
		<EditorNameID>29195</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8</MaxVelocity>
		<MaxRunVelocity>10</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\spc\outlaws\outlaw_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\spc\outlaws\outlaw_rider_icon_64x64</Icon>
		<PortraitIcon>units\spc\outlaws\outlaw_rider_portrait</PortraitIcon>
		<RolloverTextID>29168</RolloverTextID>
		<ShortRolloverTextID>29167</ShortRolloverTextID>
		<InitialHitpoints>390</InitialHitpoints>
		<MaxHitpoints>390</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15</Bounty>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>predatorCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>14</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='475' name ='OutlawBlowgunner'>
		<DBID>500</DBID>
		<DisplayNameID>29183</DisplayNameID>
		<EditorNameID>29196</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\spc\outlaws\outlaw_blowgun.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\blowgun_icon_64x64</Icon>
		<PortraitIcon>units\natives\blowgun_portrait</PortraitIcon>
		<RolloverTextID>29182</RolloverTextID>
		<ShortRolloverTextID>29181</ShortRolloverTextID>
		<InitialHitpoints>270</InitialHitpoints>
		<MaxHitpoints>270</MaxHitpoints>
		<LOS>12</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8</Bounty>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorarcher.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='476' name ='OutlawRifleman'>
		<DBID>501</DBID>
		<DisplayNameID>29190</DisplayNameID>
		<EditorNameID>29198</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\spc\outlaws\outlaw_shotgun.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\outlaws\outlaw_shotgun_icon</Icon>
		<PortraitIcon>units\spc\outlaws\outlaw_shotgun_portrait</PortraitIcon>
		<RolloverTextID>29189</RolloverTextID>
		<ShortRolloverTextID>29188</ShortRolloverTextID>
		<InitialHitpoints>270</InitialHitpoints>
		<MaxHitpoints>270</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9</Bounty>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='477' name ='TreeGreatPlains'>
		<DBID>503</DBID>
		<DisplayNameID>29269</DisplayNameID>
		<EditorNameID>29270</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_greatplains.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29268</RolloverTextID>
		<ShortRolloverTextID>29267</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='478' name ='Inuksuk'>
		<DBID>508</DBID>
		<DisplayNameID>29340</DisplayNameID>
		<EditorNameID>29337</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_ruins\ruins.xml</AnimFile>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='479' name ='Travois'>
		<DBID>511</DBID>
		<DisplayNameID>29375</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.49</ObstructionRadiusZ>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trade\travois.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>29374</RolloverTextID>
		<ShortRolloverTextID>29373</ShortRolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<TrainPoints>30</TrainPoints>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='480' name ='Stagecoach'>
		<DBID>512</DBID>
		<DisplayNameID>29379</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.49</ObstructionRadiusZ>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trade\trade_stagecoach.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\stagecoach_icon_64x64</Icon>
		<PortraitIcon>units\trade\stagecoach_portrait</PortraitIcon>
		<RolloverTextID>29378</RolloverTextID>
		<ShortRolloverTextID>29377</ShortRolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='481' name ='HotAirBalloon'>
		<DBID>518</DBID>
		<DisplayNameID>29591</DisplayNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\balloons\balloon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\balloons\hot_air_balloon</Icon>
		<PortraitIcon>units\balloons\hot_air_balloon_portrait</PortraitIcon>
		<RolloverTextID>29590</RolloverTextID>
		<ShortRolloverTextID>29592</ShortRolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>44</LOS>
		<UnitAIType>Passive</UnitAIType>
		<AllowedAge>0</AllowedAge>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>Doppled</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='482' name ='CWallGate'>
		<DBID>523</DBID>
		<DisplayNameID>29634</DisplayNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_gate.xml</AnimFile>
		<AllowedHeightVariance>4</AllowedHeightVariance>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\wall\wall_portrait</Icon>
		<PortraitIcon>buildings\wall\gate_portrait</PortraitIcon>
		<RolloverTextID>29633</RolloverTextID>
		<ShortRolloverTextID>29632</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>7</LOS>
		<BuildPoints>15</BuildPoints>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Doppled</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>PlayerOwnsObstruction</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>wallBuild</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='483' name ='Alligator'>
		<DBID>524</DBID>
		<DisplayNameID>29646</DisplayNameID>
		<EditorNameID>33336</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\alligator\alligator_land.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\alligator\alligator_icon_64x64</Icon>
		<PortraitIcon>units\animals\alligator\alligator_portrait</PortraitIcon>
		<RolloverTextID>29645</RolloverTextID>
		<ShortRolloverTextID>29644</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='484' name ='Pirate'>
		<DBID>525</DBID>
		<DisplayNameID>29650</DisplayNameID>
		<EditorNameID>29651</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\spc\pirates\pirates.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\pirates\pirate_icon</Icon>
		<PortraitIcon>units\spc\pirates\pirate_portrait</PortraitIcon>
		<RolloverTextID>29649</RolloverTextID>
		<ShortRolloverTextID>29648</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12</Bounty>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='485' name ='NativeScout'>
		<DBID>527</DBID>
		<DisplayNameID>29664</DisplayNameID>
		<EditorNameID>29665</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aymara_scout.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\miskatonic_scout_icon_64x64</Icon>
		<PortraitIcon>units\natives\miskatonic_scout_portrait</PortraitIcon>
		<RolloverTextID>29663</RolloverTextID>
		<ShortRolloverTextID>29662</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>22</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<Bounty>14</Bounty>
		<Cost resourcetype ='Wood'>90</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>HeroName2</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>nativescout.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>3</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='486' name ='TreeBayou'>
		<DBID>528</DBID>
		<DisplayNameID>29671</DisplayNameID>
		<EditorNameID>29672</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_bayou.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>29670</RolloverTextID>
		<ShortRolloverTextID>29669</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='487' name ='FieldHospital'>
		<DBID>534</DBID>
		<DisplayNameID>29733</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\field_hospital\field_hospital.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\field_hospital\field_hostpital_icon</Icon>
		<PortraitIcon>buildings\field_hospital\field_hostpital_portrait</PortraitIcon>
		<RolloverTextID>29732</RolloverTextID>
		<ShortRolloverTextID>29731</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>15</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>160</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>400</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>Surgeon</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractArtillery</Contain>
		<Contain>AbstractLightInfantry</Contain>
		<Contain>AbstractCavalry</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>AbstractHeavyInfantry</Contain>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>fieldhospital.tactics</Tactics>
	</Unit>
	<Unit id ='488' name ='NuggetWolfTreebent'>
		<DBID>542</DBID>
		<DisplayNameID>29884</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\wolf_treebent\nugget_wolf_treebent.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>29883</RolloverTextID>
		<ShortRolloverTextID>29882</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Doppled</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Nugget</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='489' name ='NuggetWolfRock'>
		<DBID>543</DBID>
		<DisplayNameID>29889</DisplayNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\wolf_rock\nugget_wolf_rock.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>29888</RolloverTextID>
		<ShortRolloverTextID>29887</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='490' name ='SocketTradeRoute'>
		<DBID>551</DBID>
		<DisplayNameID>29937</DisplayNameID>
		<EditorNameID>29999</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\trade_route_socket.xml</AnimFile>
		<Icon>ui\trade_route\trade1</Icon>
		<MinimapIcon>ui\minimap\t</MinimapIcon>
		<PortraitIcon>ui\trade_route\trade_route_1_portrait</PortraitIcon>
		<RolloverTextID>30051</RolloverTextID>
		<ShortRolloverTextID>30052</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>AlwaysShowAsSocket</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='491' name ='SocketCaribs'>
		<DBID>553</DBID>
		<DisplayNameID>29939</DisplayNameID>
		<EditorNameID>29988</EditorNameID>
		<SubCiv>Caribs</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\blowgun_portrait</PortraitIcon>
		<RolloverTextID>32931</RolloverTextID>
		<ShortRolloverTextID>38257</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='492' name ='SocketComanche'>
		<DBID>554</DBID>
		<DisplayNameID>29940</DisplayNameID>
		<EditorNameID>29990</EditorNameID>
		<SubCiv>Comanche</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\horse_archer_portrait</PortraitIcon>
		<RolloverTextID>32933</RolloverTextID>
		<ShortRolloverTextID>38255</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='493' name ='SocketCree'>
		<DBID>555</DBID>
		<DisplayNameID>29941</DisplayNameID>
		<EditorNameID>29991</EditorNameID>
		<SubCiv>Cree</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\cree_tracker_portrait</PortraitIcon>
		<RolloverTextID>32934</RolloverTextID>
		<ShortRolloverTextID>38254</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='494' name ='SocketInca'>
		<DBID>556</DBID>
		<DisplayNameID>29942</DisplayNameID>
		<EditorNameID>29993</EditorNameID>
		<SubCiv>Incas</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\bola_portrait</PortraitIcon>
		<RolloverTextID>32935</RolloverTextID>
		<ShortRolloverTextID>38250</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='495' name ='SocketIroquois'>
		<DBID>557</DBID>
		<DisplayNameID>29943</DisplayNameID>
		<EditorNameID>29994</EditorNameID>
		<SubCiv>Iroquois</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>ui\units\IRO_tomahawk_portrait</PortraitIcon>
		<RolloverTextID>32936</RolloverTextID>
		<ShortRolloverTextID>38249</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='496' name ='SocketLakota'>
		<DBID>558</DBID>
		<DisplayNameID>29944</DisplayNameID>
		<EditorNameID>29995</EditorNameID>
		<SubCiv>Lakota</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>ui\units\sx_axe_rider_portrait</PortraitIcon>
		<RolloverTextID>32937</RolloverTextID>
		<ShortRolloverTextID>38248</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='497' name ='SocketMaya'>
		<DBID>559</DBID>
		<DisplayNameID>29945</DisplayNameID>
		<EditorNameID>29996</EditorNameID>
		<SubCiv>Maya</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\holcan_spearman_portrait</PortraitIcon>
		<RolloverTextID>32938</RolloverTextID>
		<ShortRolloverTextID>38247</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='498' name ='SocketNootka'>
		<DBID>560</DBID>
		<DisplayNameID>29946</DisplayNameID>
		<EditorNameID>29997</EditorNameID>
		<SubCiv>Nootka</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\clubman_icon_portrait</PortraitIcon>
		<RolloverTextID>32939</RolloverTextID>
		<ShortRolloverTextID>38246</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='499' name ='SocketSeminole'>
		<DBID>561</DBID>
		<DisplayNameID>29947</DisplayNameID>
		<EditorNameID>29998</EditorNameID>
		<SubCiv>Seminoles</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\sharktooth_bow_portrait</PortraitIcon>
		<RolloverTextID>30053</RolloverTextID>
		<ShortRolloverTextID>30054</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='500' name ='SocketCherokee'>
		<DBID>562</DBID>
		<DisplayNameID>29948</DisplayNameID>
		<EditorNameID>29989</EditorNameID>
		<SubCiv>Cherokee</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\rifleman_portrait</PortraitIcon>
		<RolloverTextID>32932</RolloverTextID>
		<ShortRolloverTextID>38256</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='501' name ='SocketAztec'>
		<DBID>564</DBID>
		<DisplayNameID>29954</DisplayNameID>
		<EditorNameID>29987</EditorNameID>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>units\natives\jaguar_warrior_portrait</PortraitIcon>
		<RolloverTextID>32930</RolloverTextID>
		<ShortRolloverTextID>38258</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='502' name ='NuggetCoveredWagon'>
		<DBID>587</DBID>
		<DisplayNameID>30146</DisplayNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\nugget_covered_wagon\nugget_covered_wagon.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>Doppled</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='503' name ='ShaderObject'>
		<DBID>595</DBID>
		<DisplayNameID>30197</DisplayNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\shader_object\shader_object.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>1315</InitialHitpoints>
		<MaxHitpoints>1315</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='504' name ='Drummer'>
		<DBID>596</DBID>
		<DisplayNameID>30201</DisplayNameID>
		<EditorNameID>30202</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\squad\drummer\drummer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\squad\drummer\drummer_icon</Icon>
		<PortraitIcon>units\squad\drummer\drummer_icon</PortraitIcon>
		<InitialHitpoints>130</InitialHitpoints>
		<MaxHitpoints>130</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='9' column ='0'>Tactic1</Command>
		<Command page ='9' column ='1'>Tactic5</Command>
		<Command page ='9' column ='2'>Tactic6</Command>
		<Command page ='9' column ='3'>SquadLock</Command>
		<Command page ='9' column ='4'>SquadUnlock</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
	</Unit>
	<Unit id ='505' name ='FlagBearerDefault'>
		<DBID>597</DBID>
		<DisplayNameID>30208</DisplayNameID>
		<EditorNameID>30209</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>8</MaxVelocity>
		<MaxRunVelocity>10</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\squad\flag_bearer\flag_bearer_default.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\squad\flag_bearer\flag_bearer_icon</Icon>
		<PortraitIcon>units\squad\flag_bearer\flag_bearer_portrait</PortraitIcon>
		<InitialHitpoints>130</InitialHitpoints>
		<MaxHitpoints>130</MaxHitpoints>
		<LOS>20</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='9' column ='0'>Tactic1</Command>
		<Command page ='9' column ='1'>Tactic5</Command>
		<Command page ='9' column ='2'>Tactic6</Command>
		<Command page ='9' column ='3'>SquadLock</Command>
		<Command page ='9' column ='4'>SquadUnlock</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id ='506' name ='BerryBush'>
		<DBID>599</DBID>
		<DisplayNameID>30221</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_berrybush.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\berrybush_icon_64</Icon>
		<PortraitIcon>terrain\trees\berrybush_portriat</PortraitIcon>
		<RolloverTextID>30220</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype ='Food'>1000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>AbstractFruit</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='507' name ='Capitol'>
		<DBID>601</DBID>
		<DisplayNameID>30241</DisplayNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\capitol\capitol.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\capitol\capitol_icon</Icon>
		<PortraitIcon>buildings\capitol\capitol_portrait</PortraitIcon>
		<RolloverTextID>30240</RolloverTextID>
		<ShortRolloverTextID>30239</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>160</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>400</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>4</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='6'>ImpDeforestation</Tech>
		<Tech row ='0' page ='1' column ='7'>ImpExcessiveTaxation</Tech>
		<Tech row ='0' page ='1' column ='3'>ImpKnighthood</Tech>
		<Tech row ='0' page ='1' column ='4'>ImpImmigrants</Tech>
		<Tech row ='0' page ='1' column ='5'>ImpLargeScaleAgriculture</Tech>
		<Tech row ='0' page ='1' column ='3'>ImpPeerage</Tech>
		<Tech row ='0' page ='1' column ='8'>ImpArtilleryRegiments</Tech>
		<Tech row ='0' page ='1' column ='9'>ImpLegendaryNatives</Tech>
		<Tech row ='0' page ='1' column ='0'>HCBlockade</Tech>
		<Tech row ='0' page ='1' column ='1'>Spies</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='508' name ='NatAxeRiderDogSoldier'>
		<DBID>610</DBID>
		<DisplayNameID>30326</DisplayNameID>
		<EditorNameID>30327</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Lakota</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\dogsoldier_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\sx_dog_soldier_icon</Icon>
		<PortraitIcon>ui\units\sx_dog_soldier_portrait</PortraitIcon>
		<RolloverTextID>30325</RolloverTextID>
		<ShortRolloverTextID>30324</ShortRolloverTextID>
		<InitialHitpoints>730</InitialHitpoints>
		<MaxHitpoints>730</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>42</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>42</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>42</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>21</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>84</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='509' name ='Manor'>
		<DBID>626</DBID>
		<DisplayNameID>30633</DisplayNameID>
		<EditorNameID>30636</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\house\house_west.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>30632</RolloverTextID>
		<ShortRolloverTextID>30631</ShortRolloverTextID>
		<InitialHitpoints>1800</InitialHitpoints>
		<MaxHitpoints>1800</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>54</Bounty>
		<BuildBounty>27</BuildBounty>
		<Cost resourcetype ='Wood'>135</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='1' column ='0'>xpColonialMilitia</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Tactics>house.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>5</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='510' name ='SettlerWagon'>
		<DBID>627</DBID>
		<DisplayNameID>30679</DisplayNameID>
		<EditorNameID>34133</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\villagers\settler_wagon\settler_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\villagers\settler_wagon\settler_wagon_icon</Icon>
		<PortraitIcon>units\villagers\settler_wagon\settler_wagon_portrait</PortraitIcon>
		<RolloverTextID>30678</RolloverTextID>
		<ShortRolloverTextID>30677</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='2'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata3</Train>
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		<Train row ='0' page ='255' column ='0'>ypWICharminarGate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort4</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>settlerWagon.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.060000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>2</Rate>
			<Rate type ='House'>2</Rate>
			<Rate type ='Manor'>2</Rate>
			<Rate type ='Church'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>15</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>1</Rate>
			<Rate type ='Mill'>1.340000</Rate>
			<Rate type ='Plantation'>1</Rate>
			<Rate type ='Herdable'>4</Rate>
			<Rate type ='Huntable'>1.700000</Rate>
			<Rate type ='AbstractMine'>1.200000</Rate>
			<Rate type ='BerryBush'>1.340000</Rate>
			<Rate type ='Farm'>1</Rate>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>1</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.680000</Rate>
			<Rate type ='ypGroveBuilding'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='511' name ='Monitor'>
		<DBID>643</DBID>
		<DisplayNameID>30923</DisplayNameID>
		<EditorNameID>30924</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\monitor\monitor.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\monitor\monitor_icon_64x64</Icon>
		<PortraitIcon>units\naval\monitor\monitor_icon_portrait</PortraitIcon>
		<RolloverTextID>30922</RolloverTextID>
		<ShortRolloverTextID>30921</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>38</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>100</Bounty>
		<BuildBounty>100</BuildBounty>
		<Cost resourcetype ='Wood'>800</Cost>
		<Cost resourcetype ='Gold'>200</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>bombardShip.tactics</Tactics>
		<ProtoAction>
			<Name>LongRangeAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>100</MaxRange>
			<ROF>20</ROF>
			<DamageCap>400</DamageCap>
			<DamageBonus type ='Building'>10</DamageBonus>
			<DamageArea>10</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Dock'>0.1</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type ='YPDockAsian'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MortarAttack</Name>
			<Damage>80</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>36</MaxRange>
			<ROF>5</ROF>
			<DamageCap>160</DamageCap>
			<DamageBonus type ='Building'>10</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Dock'>0.1</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type ='YPDockAsian'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='512' name ='Miner'>
		<DBID>647</DBID>
		<DisplayNameID>31145</DisplayNameID>
		<EditorNameID>31146</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\miner\miner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\miner\miner_icon</Icon>
		<PortraitIcon>units\spc\miner\miner_portrait</PortraitIcon>
		<RolloverTextID>31144</RolloverTextID>
		<ShortRolloverTextID>31143</ShortRolloverTextID>
		<InitialHitpoints>270</InitialHitpoints>
		<MaxHitpoints>270</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='0' column ='0'>RockBridgeRight</Train>
		<Train row ='0' page ='0' column ='1'>RockBridgeLeft</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>miner.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='RockBridgeLeft'>1</Rate>
			<Rate type ='RockBridgeRight'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>6</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractMine'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>6</ROF>
			<DamageCap>120</DamageCap>
			<DamageArea>5</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
		</ProtoAction>
	</Unit>
	<Unit id ='513' name ='CrateofXP'>
		<DBID>648</DBID>
		<DisplayNameID>31180</DisplayNameID>
		<EditorNameID>32715</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_food.xml</AnimFile>
		<Icon>ui\command\generate_fame_icon</Icon>
		<PortraitIcon>ui\command\generate_fame_portrait</PortraitIcon>
		<RolloverTextID>38244</RolloverTextID>
		<ShortRolloverTextID>38245</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='XP'>100</InitialResource>
		<ResourceSubType>Fame</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='514' name ='RussianCannon'>
		<DBID>654</DBID>
		<DisplayNameID>31234</DisplayNameID>
		<EditorNameID>31235</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.5000</MaxVelocity>
		<MaxRunVelocity>4.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\spc\russian_cannon\russian_cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\spc\russian_cannon\russian_cannon_icon_64</Icon>
		<PortraitIcon>units\spc\russian_cannon\russian_cannon_icon_portrait</PortraitIcon>
		<RolloverTextID>38145</RolloverTextID>
		<ShortRolloverTextID>31232</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>180</Bounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Tactics>spcrussiancannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>650</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>26</MaxRange>
			<ROF>8</ROF>
			<DamageCap>1350</DamageCap>
			<DamageArea>6</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>RussianGreatCannonBall</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='515' name ='RockBridgeMiddle'>
		<DBID>656</DBID>
		<DisplayNameID>31246</DisplayNameID>
		<EditorNameID>31247</EditorNameID>
		<ObstructionRadiusX>8</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\RockBridgeMiddle.xml</AnimFile>
		<DeadReplacement>RockBridgeDead</DeadReplacement>
		<DeadReplacementLifespan>20000</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<Icon>terrain\rock_bridge\rockbridge_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>terrain\rock_bridge\rockbridge_portrait</PortraitIcon>
		<RolloverTextID>31245</RolloverTextID>
		<InitialHitpoints>800000</InitialHitpoints>
		<MaxHitpoints>800000</MaxHitpoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='516' name ='AbusGun'>
		<DBID>659</DBID>
		<DisplayNameID>31291</DisplayNameID>
		<EditorNameID>31292</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\artillery\abus_gun\abus_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\artillery\abus_gun\abus_gun_icon_64x64</Icon>
		<PortraitIcon>units\artillery\abus_gun\abus_gun_portrait</PortraitIcon>
		<RolloverTextID>31290</RolloverTextID>
		<ShortRolloverTextID>31289</ShortRolloverTextID>
		<InitialHitpoints>130</InitialHitpoints>
		<MaxHitpoints>130</MaxHitpoints>
		<LOS>22</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>abus.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
			<DamageCap>80</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='517' name ='CoureurCree'>
		<DBID>673</DBID>
		<DisplayNameID>31433</DisplayNameID>
		<EditorNameID>31434</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<SubCiv>Cree</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\coureur\coureur_du_bois.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\coureur\coureur_du_bois_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\coureur\coureur_du_bois_portrait</PortraitIcon>
		<RolloverTextID>31432</RolloverTextID>
		<ShortRolloverTextID>31431</ShortRolloverTextID>
		<InitialHitpoints>180</InitialHitpoints>
		<MaxHitpoints>180</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='2'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>coureur.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.040000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1.200000</Rate>
			<Rate type ='House'>1.200000</Rate>
			<Rate type ='Manor'>1.200000</Rate>
			<Rate type ='Church'>1.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>10</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Huntable'>1.040000</Rate>
			<Rate type ='Mill'>0.840000</Rate>
			<Rate type ='Plantation'>0.630000</Rate>
			<Rate type ='Tree'>0.620000</Rate>
			<Rate type ='Herdable'>2.500000</Rate>
			<Rate type ='AbstractMine'>0.740000</Rate>
			<Rate type ='BerryBush'>0.830000</Rate>
			<Rate type ='Farm'>0.630000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.630000</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.430000</Rate>
			<Rate type ='ypGroveBuilding'>0.620000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>2</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='Guardian'>1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='518' name ='PowerRanger'>
		<DBID>676</DBID>
		<DisplayNameID>31502</DisplayNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\abilities\powerranger\powerranger.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>630</InitialHitpoints>
		<MaxHitpoints>630</MaxHitpoints>
		<LOS>14</LOS>
		<BuildPoints>20</BuildPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='519' name ='RockBridgeLeft'>
		<DBID>683</DBID>
		<DisplayNameID>31727</DisplayNameID>
		<EditorNameID>31728</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\RockBridgeLeft.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>terrain\rock_bridge\rockbridge_icon_64x64</Icon>
		<PortraitIcon>terrain\rock_bridge\rockbridge_portrait</PortraitIcon>
		<RolloverTextID>31726</RolloverTextID>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>2400</MaxHitpoints>
		<BuildPoints>250</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NotObscuredByUnitsAsFoundation</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>HideFromHelp</Flag>
		<Flag>SolidFoundation</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>PlaceAsFoundation</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='520' name ='RockBridgeRight'>
		<DBID>684</DBID>
		<DisplayNameID>31731</DisplayNameID>
		<EditorNameID>31732</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\RockBridgeRight.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>terrain\rock_bridge\rockbridge_icon_64x64</Icon>
		<PortraitIcon>terrain\rock_bridge\rockbridge_portrait</PortraitIcon>
		<RolloverTextID>31730</RolloverTextID>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>2400</MaxHitpoints>
		<BuildPoints>250</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>HideFromHelp</Flag>
		<Flag>SolidFoundation</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>PlaceAsFoundation</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotObscuredByUnitsAsFoundation</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='521' name ='CrateofFoodLarge'>
		<DBID>685</DBID>
		<DisplayNameID>31763</DisplayNameID>
		<EditorNameID>33049</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_food.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>31762</RolloverTextID>
		<ShortRolloverTextID>31761</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='522' name ='CrateofWoodLarge'>
		<DBID>686</DBID>
		<DisplayNameID>31767</DisplayNameID>
		<EditorNameID>33053</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_wood.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<PortraitIcon>ui\command\generate_wood_portrait</PortraitIcon>
		<RolloverTextID>31766</RolloverTextID>
		<ShortRolloverTextID>31765</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Wood'>500</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='523' name ='CrateofCoinLarge'>
		<DBID>687</DBID>
		<DisplayNameID>31771</DisplayNameID>
		<EditorNameID>33045</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_coin.xml</AnimFile>
		<Icon>ui\command\generate_coin_icon</Icon>
		<PortraitIcon>ui\command\generate_coin_portrait</PortraitIcon>
		<RolloverTextID>31770</RolloverTextID>
		<ShortRolloverTextID>31769</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Gold'>500</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='524' name ='RockBridgeDead'>
		<DBID>688</DBID>
		<DisplayNameID>31813</DisplayNameID>
		<EditorNameID>31814</EditorNameID>
		<ObstructionRadiusX>8</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\RockBridgeDead.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>terrain\rock_bridge\rockbridge_icon_64x64</Icon>
		<PortraitIcon>terrain\rock_bridge\rockbridge_portrait</PortraitIcon>
		<RolloverTextID>31812</RolloverTextID>
		<InitialHitpoints>2400</InitialHitpoints>
		<MaxHitpoints>2400</MaxHitpoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<Flag>PlaceAnywhere</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='525' name ='LakePlantsNe'>
		<DBID>689</DBID>
		<DisplayNameID>31820</DisplayNameID>
		<EditorNameID>31821</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\lake_plants_ne.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='526' name ='LakeRocksNe'>
		<DBID>690</DBID>
		<DisplayNameID>31822</DisplayNameID>
		<EditorNameID>31823</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\lake_rocks_ne.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='527' name ='LakeWaterPlantsNe'>
		<DBID>694</DBID>
		<DisplayNameID>32273</DisplayNameID>
		<EditorNameID>32274</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\lake_water_plants_ne.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='528' name ='Learicorn'>
		<DBID>696</DBID>
		<DisplayNameID>32356</DisplayNameID>
		<EditorNameID>32357</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\cavalry\light_cavalry\learicorn_cavalry_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\learicorn\learicorn_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\learicorn\learicorn_portrait</PortraitIcon>
		<RolloverTextID>32355</RolloverTextID>
		<ShortRolloverTextID>32354</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>150</Bounty>
		<BuildBounty>100</BuildBounty>
		<Cost resourcetype ='Food'>900</Cost>
		<Cost resourcetype ='Gold'>900</Cost>
		<AllowedAge>0</AllowedAge>
		<TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.9'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>160</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>160</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>160</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>120</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>360</DamageCap>
			<DamageArea>9</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='529' name ='TreePampas'>
		<DBID>697</DBID>
		<DisplayNameID>32401</DisplayNameID>
		<EditorNameID>32402</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_pampas.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>32400</RolloverTextID>
		<ShortRolloverTextID>32399</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='530' name ='SPCAlain'>
		<DBID>699</DBID>
		<DisplayNameID>32410</DisplayNameID>
		<EditorNameID>32411</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\alain\spc_alain_magnan_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\spc\alain\alain_igc_icon</Icon>
		<PortraitIcon>units\spc\alain\alain_igc_portrait</PortraitIcon>
		<RolloverTextID>32409</RolloverTextID>
		<ShortRolloverTextID>32408</ShortRolloverTextID>
		<InitialHitpoints>1100</InitialHitpoints>
		<MaxHitpoints>1100</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11'>Abilities</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>90</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='531' name ='SPCAmelia'>
		<DBID>700</DBID>
		<DisplayNameID>32416</DisplayNameID>
		<EditorNameID>32417</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\amelia_black\spc_amelia_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\amelia_black\amelia_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\amelia_black\amelia_black_igc_icon</PortraitIcon>
		<RolloverTextID>32415</RolloverTextID>
		<ShortRolloverTextID>32414</ShortRolloverTextID>
		<InitialHitpoints>850</InitialHitpoints>
		<MaxHitpoints>850</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>amelia.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>5</Rate>
			<Rate type ='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DoubleBarrelAttack</Name>
			<Damage>750</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='532' name ='SPCBeaumont'>
		<DBID>701</DBID>
		<DisplayNameID>32422</DisplayNameID>
		<EditorNameID>32423</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\SPC\beaumont\spc_beaumont.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\beaumont\beaumont_icon_64x64</Icon>
		<PortraitIcon>units\spc\beaumont\beaumont_igc_icon</PortraitIcon>
		<RolloverTextID>32421</RolloverTextID>
		<ShortRolloverTextID>32420</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>Knife</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>beaumont.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>KnifeAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<Projectile>Knife</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='533' name ='SPCCooper'>
		<DBID>703</DBID>
		<DisplayNameID>32434</DisplayNameID>
		<EditorNameID>32435</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\major_cooper\spc_major_cooper.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\major_cooper\major_cooper_icon_64x64</Icon>
		<PortraitIcon>units\spc\major_cooper\major_cooper_igc_icon</PortraitIcon>
		<RolloverTextID>32433</RolloverTextID>
		<ShortRolloverTextID>32432</ShortRolloverTextID>
		<InitialHitpoints>900</InitialHitpoints>
		<MaxHitpoints>900</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Train row ='0' page ='0' column ='0'>Hussar</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='534' name ='SPCDelgado'>
		<DBID>704</DBID>
		<DisplayNameID>32440</DisplayNameID>
		<EditorNameID>32441</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\delgado\spc_delgado.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\delgado\delgado_icon_64x64</Icon>
		<PortraitIcon>units\spc\delgado\delgado_igc_icon</PortraitIcon>
		<RolloverTextID>32439</RolloverTextID>
		<ShortRolloverTextID>32438</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>Hero</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>500</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='535' name ='SPCJohn'>
		<DBID>705</DBID>
		<DisplayNameID>32446</DisplayNameID>
		<EditorNameID>32447</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\john_black\spc_john_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\john_black\john_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\john_black\john_black_igc_icon</PortraitIcon>
		<RolloverTextID>32445</RolloverTextID>
		<ShortRolloverTextID>32444</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>john.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>5</Rate>
			<Rate type ='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HawkeyeAttack</Name>
			<Damage>750</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>24</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='536' name ='SPCKanyenke'>
		<DBID>706</DBID>
		<DisplayNameID>32452</DisplayNameID>
		<EditorNameID>32453</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\kanyenke\spc_kanyenke.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke\kanyenke_icon_64x64</Icon>
		<PortraitIcon>units\spc\kanyenke\Kanyenke_igc_Icon</PortraitIcon>
		<RolloverTextID>32451</RolloverTextID>
		<ShortRolloverTextID>32450</ShortRolloverTextID>
		<InitialHitpoints>900</InitialHitpoints>
		<MaxHitpoints>900</MaxHitpoints>
		<LOS>38</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>kanyenke.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>14</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>30</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RedBearArrowAttack</Name>
			<Damage>300</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>35</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='537' name ='SPCLizzie'>
		<DBID>707</DBID>
		<DisplayNameID>32458</DisplayNameID>
		<EditorNameID>32459</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\elizabeth_ramsey\spc_elizabeth_ramsey.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\elizabeth_ramsey\elizabeth_ramsey_icon_64x64</Icon>
		<PortraitIcon>units\spc\elizabeth_ramsey\elizabeth_ramsey_igc_icon</PortraitIcon>
		<RolloverTextID>32457</RolloverTextID>
		<ShortRolloverTextID>32456</ShortRolloverTextID>
		<InitialHitpoints>850</InitialHitpoints>
		<MaxHitpoints>850</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>lizzie.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>18</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='538' name ='SPCMorgan'>
		<DBID>708</DBID>
		<DisplayNameID>32464</DisplayNameID>
		<EditorNameID>32465</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\morgan_black\spc_morgan_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\morgan_black\morgan_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\morgan_black\morgan_black_igc_icon</PortraitIcon>
		<RolloverTextID>32463</RolloverTextID>
		<ShortRolloverTextID>32462</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>morgan.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>5</Rate>
			<Rate type ='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>OberhauAttack</Name>
			<Damage>200</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='539' name ='SPCNonahkee'>
		<DBID>709</DBID>
		<DisplayNameID>32470</DisplayNameID>
		<EditorNameID>32471</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\nonahkee\spc_nonahkee.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\nonahkee\nonahkee_icon_64x64</Icon>
		<PortraitIcon>units\spc\nonahkee\nonahkee_igc_icon</PortraitIcon>
		<RolloverTextID>32469</RolloverTextID>
		<ShortRolloverTextID>32468</ShortRolloverTextID>
		<InitialHitpoints>450</InitialHitpoints>
		<MaxHitpoints>450</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>nonahkee.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>14</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='540' name ='SPCSahin'>
		<DBID>710</DBID>
		<DisplayNameID>32476</DisplayNameID>
		<EditorNameID>32477</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\sahin\spc_sahin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\sahin\sahin_icon_64x64</Icon>
		<PortraitIcon>units\spc\sahin\sahin_igc_icon</PortraitIcon>
		<RolloverTextID>32475</RolloverTextID>
		<ShortRolloverTextID>32474</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>sahin.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>150</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>300</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='541' name ='SPCStuart'>
		<DBID>711</DBID>
		<DisplayNameID>32482</DisplayNameID>
		<EditorNameID>32483</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\stuart_black\spc_stuart_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\stuart_black\stuart_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\stuart_black\stuart_black_igc_icon</PortraitIcon>
		<RolloverTextID>32481</RolloverTextID>
		<ShortRolloverTextID>32480</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='542' name ='SPCWarwick'>
		<DBID>712</DBID>
		<DisplayNameID>32488</DisplayNameID>
		<EditorNameID>32489</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\warwick\spc_warwick.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\warwick\igc_warwick_icon</Icon>
		<PortraitIcon>units\spc\warwick\igc_warwick_portrait</PortraitIcon>
		<RolloverTextID>32487</RolloverTextID>
		<ShortRolloverTextID>32486</ShortRolloverTextID>
		<InitialHitpoints>750</InitialHitpoints>
		<MaxHitpoints>750</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='543' name ='SPCWashington'>
		<DBID>713</DBID>
		<DisplayNameID>32494</DisplayNameID>
		<EditorNameID>32495</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\george_washington\spc_george_washington.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\george_washington\george_washington_icon_64x64</Icon>
		<PortraitIcon>units\spc\george_washington\george_washington_igc_icon</PortraitIcon>
		<RolloverTextID>32493</RolloverTextID>
		<ShortRolloverTextID>32492</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='544' name ='SPCGreatPlainsChief'>
		<DBID>715</DBID>
		<DisplayNameID>32533</DisplayNameID>
		<EditorNameID>32534</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\lakota_chief\spc_lakota_chief.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\neamaltha\neamaltha_icon_64x64</Icon>
		<PortraitIcon>units\spc\neamaltha\neamaltha_igc_icon</PortraitIcon>
		<RolloverTextID>32532</RolloverTextID>
		<ShortRolloverTextID>32531</ShortRolloverTextID>
		<InitialHitpoints>900</InitialHitpoints>
		<MaxHitpoints>900</MaxHitpoints>
		<LOS>14</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='545' name ='SPCWhiteBuffalo'>
		<DBID>717</DBID>
		<DisplayNameID>32545</DisplayNameID>
		<EditorNameID>32546</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\white_buffalo\white_buffalo.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bison\bison_white_icon_64x64</Icon>
		<PortraitIcon>units\animals\bison\bison_white_portrait</PortraitIcon>
		<RolloverTextID>32544</RolloverTextID>
		<ShortRolloverTextID>32543</ShortRolloverTextID>
		<InitialHitpoints>480</InitialHitpoints>
		<MaxHitpoints>480</MaxHitpoints>
		<LOS>14</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>10</Bounty>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>22</Damage>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22</Damage>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22</Damage>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='546' name ='SPCChiefDaughter'>
		<DBID>718</DBID>
		<DisplayNameID>32570</DisplayNameID>
		<EditorNameID>32571</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\cree_tracker.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\natives\greta_icon</Icon>
		<PortraitIcon>units\natives\greta_portrait</PortraitIcon>
		<RolloverTextID>32569</RolloverTextID>
		<ShortRolloverTextID>32568</ShortRolloverTextID>
		<InitialHitpoints>750</InitialHitpoints>
		<MaxHitpoints>750</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>14</Bounty>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='547' name ='TreeRockies'>
		<DBID>722</DBID>
		<DisplayNameID>32615</DisplayNameID>
		<EditorNameID>32616</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_rockies.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>32614</RolloverTextID>
		<ShortRolloverTextID>32613</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='548' name ='TreeRockiesSnow'>
		<DBID>723</DBID>
		<DisplayNameID>32620</DisplayNameID>
		<EditorNameID>32621</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_rockies_snow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>32619</RolloverTextID>
		<ShortRolloverTextID>32618</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='549' name ='SPCWagonFood'>
		<DBID>729</DBID>
		<DisplayNameID>32675</DisplayNameID>
		<EditorNameID>32677</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_food.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>32674</RolloverTextID>
		<ShortRolloverTextID>32673</ShortRolloverTextID>
		<LOS>22</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCResourceCart.tactics</Tactics>
	</Unit>
	<Unit id ='550' name ='SPCWagonWood'>
		<DBID>730</DBID>
		<DisplayNameID>32680</DisplayNameID>
		<EditorNameID>32681</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_wood.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>32679</RolloverTextID>
		<ShortRolloverTextID>32678</ShortRolloverTextID>
		<LOS>22</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCResourceCart.tactics</Tactics>
	</Unit>
	<Unit id ='551' name ='SPCWagonGold'>
		<DBID>731</DBID>
		<DisplayNameID>32685</DisplayNameID>
		<EditorNameID>32686</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_gold.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>32684</RolloverTextID>
		<ShortRolloverTextID>32683</ShortRolloverTextID>
		<LOS>22</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCResourceCart.tactics</Tactics>
	</Unit>
	<Unit id ='552' name ='SPCWagonAll'>
		<DBID>732</DBID>
		<DisplayNameID>32690</DisplayNameID>
		<EditorNameID>32691</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_all.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>32689</RolloverTextID>
		<ShortRolloverTextID>32688</ShortRolloverTextID>
		<LOS>22</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCResourceCart.tactics</Tactics>
	</Unit>
	<Unit id ='553' name ='IGCGreatPlainsChief'>
		<DBID>734</DBID>
		<DisplayNameID>32725</DisplayNameID>
		<EditorNameID>32726</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\lakota_chief\igc_lakota_chief.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke\kanyenke_icon_64x64</Icon>
		<PortraitIcon>units\spc\kanyenke\Kanyenke_igc_Icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='554' name ='TreeCarolinaMarsh'>
		<DBID>738</DBID>
		<DisplayNameID>32785</DisplayNameID>
		<EditorNameID>32786</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_carolina_marsh.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>32784</RolloverTextID>
		<ShortRolloverTextID>33767</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='555' name ='SPCTentLarge'>
		<DBID>745</DBID>
		<DisplayNameID>32834</DisplayNameID>
		<EditorNameID>32835</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\tents\tents_large.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\tents\largetent_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\tents\largetent_portrait</PortraitIcon>
		<RolloverTextID>32833</RolloverTextID>
		<ShortRolloverTextID>32832</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>40</LOS>
		<Bounty>115</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='556' name ='SPCCherokeeChief'>
		<DBID>747</DBID>
		<DisplayNameID>32856</DisplayNameID>
		<EditorNameID>32857</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\cherokee_chief\cherokee_chief.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\rifleman_icon_64x64</Icon>
		<PortraitIcon>units\natives\rifleman_portrait</PortraitIcon>
		<RolloverTextID>32855</RolloverTextID>
		<ShortRolloverTextID>32854</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>9</Bounty>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>9</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>9</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>9</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='557' name ='SPCCherokeeArcher'>
		<DBID>748</DBID>
		<DisplayNameID>32860</DisplayNameID>
		<EditorNameID>32861</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\tupi_archer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\rifleman_icon_64x64</Icon>
		<PortraitIcon>units\natives\rifleman_portrait</PortraitIcon>
		<RolloverTextID>32859</RolloverTextID>
		<ShortRolloverTextID>32858</ShortRolloverTextID>
		<InitialHitpoints>90</InitialHitpoints>
		<MaxHitpoints>90</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>9</Bounty>
		<Cost resourcetype ='Wood'>90</Cost>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>9</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>9</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>9</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='558' name ='SPCCherokeeHorseArcher'>
		<DBID>749</DBID>
		<DisplayNameID>32867</DisplayNameID>
		<EditorNameID>32868</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8</MaxVelocity>
		<MaxRunVelocity>10</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\horse_archer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\horse_archer_icon_64x64</Icon>
		<PortraitIcon>units\natives\horse_archer_portrait</PortraitIcon>
		<RolloverTextID>32866</RolloverTextID>
		<ShortRolloverTextID>32865</ShortRolloverTextID>
		<InitialHitpoints>180</InitialHitpoints>
		<MaxHitpoints>180</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>18</Bounty>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>90</Cost>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>2</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='559' name ='LightingSetHelper'>
		<DBID>772</DBID>
		<DisplayNameID>33214</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>lighting\lightingset_helper.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>1575</InitialHitpoints>
		<MaxHitpoints>1575</MaxHitpoints>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='560' name ='TreeYucatan'>
		<DBID>781</DBID>
		<DisplayNameID>33325</DisplayNameID>
		<EditorNameID>33326</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_yucatan.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>33324</RolloverTextID>
		<ShortRolloverTextID>33323</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='561' name ='SPCFrigate'>
		<DBID>786</DBID>
		<DisplayNameID>33455</DisplayNameID>
		<EditorNameID>33456</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\frigate\frigate.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\frigate\frigate_icon_64x64</Icon>
		<PortraitIcon>units\naval\frigate\frigate_icon_portrait</PortraitIcon>
		<RolloverTextID>33454</RolloverTextID>
		<ShortRolloverTextID>33453</ShortRolloverTextID>
		<InitialHitpoints>6500</InitialHitpoints>
		<MaxHitpoints>6500</MaxHitpoints>
		<LOS>44</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Wood'>1000</Cost>
		<Cost resourcetype ='Gold'>600</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>45</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>0.050000</ROF>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>0.850000</ROF>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='562' name ='SPCHoopThrowers'>
		<DBID>788</DBID>
		<DisplayNameID>33478</DisplayNameID>
		<EditorNameID>33479</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\hoop_thrower\hoop_thrower.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\hoop_thrower\hoop_thrower_icon</Icon>
		<PortraitIcon>units\spc\hoop_thrower\hoop_thrower_portrait</PortraitIcon>
		<RolloverTextID>33477</RolloverTextID>
		<ShortRolloverTextID>33476</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>Hoop</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>50</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hoopthrower.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>25</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>5</ROF>
			<DamageBonus type ='Janissary'>4</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='563' name ='SPCFireship'>
		<DBID>791</DBID>
		<DisplayNameID>33505</DisplayNameID>
		<EditorNameID>33506</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\spc\fire_ship\fire_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\caravel_ship\caravel_ship_icon</Icon>
		<PortraitIcon>units\naval\caravel_ship\caravel_ship_portrait</PortraitIcon>
		<RolloverTextID>33504</RolloverTextID>
		<ShortRolloverTextID>33503</ShortRolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>54</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<BuildLimit>5</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>fireship.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>900</Damage>
			<DamageType>Siege</DamageType>
			<DamageType>Siege</DamageType>
			<DamageBonus type ='SPCFountainOfYouth'>2</DamageBonus>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
	</Unit>
	<Unit id ='564' name ='SPCWeaponsCache'>
		<DBID>793</DBID>
		<DisplayNameID>33516</DisplayNameID>
		<EditorNameID>33517</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\weapons_cache\spc_weapons_cache.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\weapons_cache\weapons_cache_portrait</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>buildings\spc\weapons_cache\weapons_cache_portrait</PortraitIcon>
		<RolloverTextID>33515</RolloverTextID>
		<ShortRolloverTextID>33514</ShortRolloverTextID>
		<InitialHitpoints>1500</InitialHitpoints>
		<MaxHitpoints>1500</MaxHitpoints>
		<LOS>14</LOS>
		<Bounty>70</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='565' name ='SPCAztecTemple'>
		<DBID>794</DBID>
		<DisplayNameID>33521</DisplayNameID>
		<EditorNameID>33523</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>7</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\aztec_temple\spc_aztec_temple.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\aztec_temple\aztec_temple_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>buildings\spc\aztec_temple\aztec_temple_portrait</PortraitIcon>
		<RolloverTextID>33520</RolloverTextID>
		<ShortRolloverTextID>33519</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>14</LOS>
		<Bounty>150</Bounty>
		<Cost resourcetype ='Wood'>600</Cost>
		<Cost resourcetype ='Gold'>600</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Decay delay ='60.0000' duration ='60.0000'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='566' name ='SPCFixedGun'>
		<DBID>796</DBID>
		<DisplayNameID>33598</DisplayNameID>
		<EditorNameID>33633</EditorNameID>
		<ObstructionRadiusX>0</ObstructionRadiusX>
		<ObstructionRadiusZ>0</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>buildings\spc\fixed_gun\fixed_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\fixed_gun\fixed_gun_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\fixed_gun\fixed_gun_portrait</PortraitIcon>
		<RolloverTextID>33597</RolloverTextID>
		<ShortRolloverTextID>33596</ShortRolloverTextID>
		<InitialHitpoints>10000</InitialHitpoints>
		<MaxHitpoints>10000</MaxHitpoints>
		<LOS>75</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>300</Bounty>
		<Cost resourcetype ='Gold'>5000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>RotateInPlace</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>SPCFixedGun.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>70</MaxRange>
			<ROF>7</ROF>
			<Active>1</Active>
			<DamageArea>6</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>1</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>300</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>70</MaxRange>
			<ROF>7</ROF>
			<DamageBonus type ='SPCFountainOfYouth'>0.25</DamageBonus>
			<Active>1</Active>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>1</Accuracy>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<DamageBonus type ='Building'>2</DamageBonus>
			<Active>1</Active>
			<DamageArea>6</DamageArea>
		</ProtoAction>
	</Unit>
	<Unit id ='567' name ='SPCFountainOfYouth'>
		<DBID>797</DBID>
		<DisplayNameID>33604</DisplayNameID>
		<EditorNameID>33605</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\spc\fountain_of_youth\spc_fountain_of_youth.xml</AnimFile>
		<PhysicsInfo>spc_fountainofyouth</PhysicsInfo>
		<Icon>buildings\spc\fountain_of_youth\fountain_youth_portrait</Icon>
		<PortraitIcon>buildings\spc\fountain_of_youth\fountain_youth_portrait</PortraitIcon>
		<RolloverTextID>33606</RolloverTextID>
		<ShortRolloverTextID>38199</ShortRolloverTextID>
		<InitialHitpoints>60000</InitialHitpoints>
		<MaxHitpoints>60000</MaxHitpoints>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='568' name ='TreeCaribbean'>
		<DBID>807</DBID>
		<DisplayNameID>33695</DisplayNameID>
		<EditorNameID>33696</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_caribbean.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>33694</RolloverTextID>
		<ShortRolloverTextID>33693</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='569' name ='BoneguardAge2'>
		<DBID>808</DBID>
		<DisplayNameID>33700</DisplayNameID>
		<EditorNameID>33701</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\boneguard\boneguard_2age.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\boneguard\boneguard_age2_icon_64x64</Icon>
		<PortraitIcon>units\spc\boneguard\boneguard_age2_portrait</PortraitIcon>
		<RolloverTextID>33699</RolloverTextID>
		<ShortRolloverTextID>33698</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='570' name ='SPCTreasureShip'>
		<DBID>809</DBID>
		<DisplayNameID>33715</DisplayNameID>
		<EditorNameID>33716</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\galleon\galleon_treasure.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<RolloverTextID>33714</RolloverTextID>
		<ShortRolloverTextID>33713</ShortRolloverTextID>
		<InitialHitpoints>850</InitialHitpoints>
		<MaxHitpoints>850</MaxHitpoints>
		<LOS>30</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<Bounty>150</Bounty>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='3'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>Autogather</Name>
			<Rate type ='Gold'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='571' name ='IGCJohnHack'>
		<DBID>810</DBID>
		<DisplayNameID>33726</DisplayNameID>
		<EditorNameID>33727</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\john_black\john_black_hack.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\john_black\john_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\john_black\john_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='572' name ='IGCKanyenkeHack'>
		<DBID>811</DBID>
		<DisplayNameID>33732</DisplayNameID>
		<EditorNameID>33733</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\kanyenke\kanyenke_hack.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke\kanyenke_icon_64x64</Icon>
		<PortraitIcon>units\spc\kanyenke\Kanyenke_igc_Icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='573' name ='Target'>
		<DBID>817</DBID>
		<DisplayNameID>33773</DisplayNameID>
		<EditorNameID>42444</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\tapir\tapir.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\animals\tapir\tapir_icon</Icon>
		<PortraitIcon>units\animals\tapir\tapir_portrait</PortraitIcon>
		<InitialHitpoints>60000</InitialHitpoints>
		<MaxHitpoints>60000</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='574' name ='SPCCherokeeWarHut'>
		<DBID>818</DBID>
		<DisplayNameID>33777</DisplayNameID>
		<EditorNameID>33781</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\cherokee_warhut\cherokee_warhut.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>outpost</PhysicsInfo>
		<Icon>buildings\spc\cherokee_warhut\spc_cherokee_warhut_portrait</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>buildings\spc\cherokee_warhut\spc_cherokee_warhut_portrait</PortraitIcon>
		<RolloverTextID>33776</RolloverTextID>
		<ShortRolloverTextID>33775</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>36</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>157</Bounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Tech row ='0' page ='1' column ='0'>FrontierOutpost</Tech>
		<Tech row ='0' page ='1' column ='0'>FortifiedOutpost</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>Eject</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<MaxRange>22</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='575' name ='IGCDeerUnit'>
		<DBID>820</DBID>
		<DisplayNameID>33794</DisplayNameID>
		<EditorNameID>33795</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\deer_unit\deer_unit.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='576' name ='NativeVillagers'>
		<DBID>821</DBID>
		<DisplayNameID>33798</DisplayNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\native_villagers.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<RolloverTextID>33797</RolloverTextID>
		<ShortRolloverTextID>33796</ShortRolloverTextID>
		<InitialHitpoints>1315</InitialHitpoints>
		<MaxHitpoints>1315</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>garrisonable.tactics</Tactics>
	</Unit>
	<Unit id ='577' name ='NatClubmanLoyal'>
		<DBID>823</DBID>
		<DisplayNameID>33944</DisplayNameID>
		<EditorNameID>33945</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\loyalclubman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\nootka_warchief_icon</Icon>
		<PortraitIcon>units\natives\nootka_warchief_portrait</PortraitIcon>
		<RolloverTextID>33943</RolloverTextID>
		<ShortRolloverTextID>33942</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>48</DamageCap>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>24</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>48</DamageCap>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>24</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>48</DamageCap>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='578' name ='HuariStronghold'>
		<DBID>825</DBID>
		<DisplayNameID>33956</DisplayNameID>
		<EditorNameID>33957</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\inca_outpost\spc_inca_outpost.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>tower</PhysicsInfo>
		<Icon>buildings\spc\inca_outpost\inca_outpost_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\inca_outpost\inca_outpost_portrait</PortraitIcon>
		<RolloverTextID>33955</RolloverTextID>
		<ShortRolloverTextID>33954</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>90</Bounty>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<Armor type ='Siege' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>24</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='579' name ='NatBlowgunAmbusher'>
		<DBID>826</DBID>
		<DisplayNameID>33963</DisplayNameID>
		<EditorNameID>33964</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\blowgun_ambusher.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\blowgun_icon_64x64</Icon>
		<PortraitIcon>units\natives\blowgun_portrait</PortraitIcon>
		<RolloverTextID>33962</RolloverTextID>
		<ShortRolloverTextID>33961</ShortRolloverTextID>
		<InitialHitpoints>160</InitialHitpoints>
		<MaxHitpoints>160</MaxHitpoints>
		<LOS>12</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>65</Cost>
		<Cost resourcetype ='Wood'>35</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Projectile>Blowdart</Projectile>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Projectile>Blowdart</Projectile>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='580' name ='MarshPlantsBay'>
		<DBID>827</DBID>
		<DisplayNameID>33974</DisplayNameID>
		<EditorNameID>33975</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\bayou\marshplants_bay.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='581' name ='PlantsBay'>
		<DBID>828</DBID>
		<DisplayNameID>33988</DisplayNameID>
		<EditorNameID>33989</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\bayou\plants_bay.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>RenderAfterWater</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='582' name ='TreeBayouMarsh'>
		<DBID>829</DBID>
		<DisplayNameID>33993</DisplayNameID>
		<EditorNameID>33994</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_bayou_marsh.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>33992</RolloverTextID>
		<ShortRolloverTextID>33991</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='583' name ='HomeCityWaterSpawnFlag'>
		<DBID>841</DBID>
		<DisplayNameID>34097</DisplayNameID>
		<EditorNameID>34098</EditorNameID>
		<ObstructionRadiusX>0.9000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>homecity\homecity_gatherpoint_naval.xml</AnimFile>
		<Icon>homecity\gatherpoint_flags\homecity_waterspawn_flag_icon</Icon>
		<PortraitIcon>homecity\gatherpoint_flags\homecity_waterspawn_flag_icon</PortraitIcon>
		<RolloverTextID>34099</RolloverTextID>
		<ShortRolloverTextID>34100</ShortRolloverTextID>
		<LOS>4</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleOwnerOnly</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>SetGatherPointMilitary</Command>
		<Command>SetHomeCityWaterSpawnPoint</Command>
	</Unit>
	<Unit id ='584' name ='SPCBolivar'>
		<DBID>842</DBID>
		<DisplayNameID>34107</DisplayNameID>
		<EditorNameID>34108</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\bolivar\spc_bolivar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\bolivar\bolivar_icon</Icon>
		<PortraitIcon>units\spc\bolivar\bolivar_portrait</PortraitIcon>
		<RolloverTextID>34106</RolloverTextID>
		<ShortRolloverTextID>34105</ShortRolloverTextID>
		<InitialHitpoints>950</InitialHitpoints>
		<MaxHitpoints>950</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='9'>Tactic5</Command>
		<Command page ='9' column ='1'>Tactic7</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>2</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='585' name ='IGCBolivar'>
		<DBID>843</DBID>
		<DisplayNameID>34113</DisplayNameID>
		<EditorNameID>34114</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\bolivar\igc_bolivar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\bolivar\bolivar_icon</Icon>
		<PortraitIcon>units\spc\bolivar\bolivar_portrait</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='586' name ='SPCAztecChief'>
		<DBID>844</DBID>
		<DisplayNameID>34188</DisplayNameID>
		<EditorNameID>34189</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\jaguar_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\natives\jaguar_warrior_icon</Icon>
		<PortraitIcon>units\natives\jaguar_warrior_portrait</PortraitIcon>
		<RolloverTextID>34187</RolloverTextID>
		<ShortRolloverTextID>34186</ShortRolloverTextID>
		<InitialHitpoints>450</InitialHitpoints>
		<MaxHitpoints>450</MaxHitpoints>
		<LOS>14</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>8</Bounty>
		<BuildBounty>8</BuildBounty>
		<Cost resourcetype ='Food'>35</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>7</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='587' name ='TreeGreatLakesSnow'>
		<DBID>845</DBID>
		<DisplayNameID>34227</DisplayNameID>
		<EditorNameID>34228</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_greatlakes_snow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>34226</RolloverTextID>
		<ShortRolloverTextID>34225</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='588' name ='IGCCougarScene'>
		<DBID>846</DBID>
		<DisplayNameID>34231</DisplayNameID>
		<EditorNameID>34232</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>animation_library\igc\cougar_scene\cougar_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='589' name ='IGCKnifingScene'>
		<DBID>847</DBID>
		<DisplayNameID>34233</DisplayNameID>
		<EditorNameID>34234</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>animation_library\igc\knifing_scene\knifing_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='590' name ='IGCGalleon'>
		<DBID>848</DBID>
		<DisplayNameID>34237</DisplayNameID>
		<EditorNameID>34238</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\spc\igc_galleon\igc_galleon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<InitialHitpoints>1400</InitialHitpoints>
		<MaxHitpoints>1400</MaxHitpoints>
		<LOS>44</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>1</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='0'>Eject</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='591' name ='TreeSonora'>
		<DBID>849</DBID>
		<DisplayNameID>34303</DisplayNameID>
		<EditorNameID>34304</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_sonora.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>34302</RolloverTextID>
		<ShortRolloverTextID>34301</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='592' name ='SPCIncaTemple'>
		<DBID>851</DBID>
		<DisplayNameID>34388</DisplayNameID>
		<EditorNameID>34389</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\inca_temple\spc_inca_temple.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\inca_temple\inca_temple_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\inca_temple\inca_temple_portrait</PortraitIcon>
		<RolloverTextID>34387</RolloverTextID>
		<ShortRolloverTextID>34386</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>14</LOS>
		<Bounty>150</Bounty>
		<Cost resourcetype ='Wood'>1000</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='593' name ='SPCOldKanyenke'>
		<DBID>860</DBID>
		<DisplayNameID>34468</DisplayNameID>
		<EditorNameID>34469</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\kanyenke_old\spc_kanyenke_old.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke_old\igc_kanyenke_old_icon</Icon>
		<PortraitIcon>units\spc\kanyenke_old\igc_kanyenke_old_portrait</PortraitIcon>
		<RolloverTextID>34467</RolloverTextID>
		<ShortRolloverTextID>34466</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>32</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>kanyenke.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>12</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>25</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RedBearArrowAttack</Name>
			<Damage>300</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='594' name ='IGCOldCoot'>
		<DBID>866</DBID>
		<DisplayNameID>34594</DisplayNameID>
		<EditorNameID>34595</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>1.7500</MaxVelocity>
		<MaxRunVelocity>3.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\old_coot\igc_old_coot.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\morgan_black\morgan_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\morgan_black\morgan_black_icon_64x64</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='595' name ='SPCFortGate'>
		<DBID>867</DBID>
		<DisplayNameID>34604</DisplayNameID>
		<EditorNameID>34606</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_gate.xml</AnimFile>
		<AllowedHeightVariance>4</AllowedHeightVariance>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_gate_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_gate_portrait</PortraitIcon>
		<RolloverTextID>34603</RolloverTextID>
		<ShortRolloverTextID>34647</ShortRolloverTextID>
		<InitialHitpoints>5250</InitialHitpoints>
		<MaxHitpoints>5250</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>65</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Doppled</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>PlayerOwnsObstruction</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>wallBuild</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='596' name ='SPCFortWallSmall'>
		<DBID>868</DBID>
		<DisplayNameID>34609</DisplayNameID>
		<EditorNameID>34610</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_small.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34608</RolloverTextID>
		<ShortRolloverTextID>34643</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='597' name ='SPCFortWallMedium'>
		<DBID>869</DBID>
		<DisplayNameID>34614</DisplayNameID>
		<EditorNameID>34615</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_medium.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34613</RolloverTextID>
		<ShortRolloverTextID>34644</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='598' name ='SPCFortWallLarge'>
		<DBID>870</DBID>
		<DisplayNameID>34619</DisplayNameID>
		<EditorNameID>34620</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_large.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34618</RolloverTextID>
		<ShortRolloverTextID>34645</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='599' name ='SPCFortWallBarracks'>
		<DBID>871</DBID>
		<DisplayNameID>34624</DisplayNameID>
		<EditorNameID>34625</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_barracks.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34623</RolloverTextID>
		<ShortRolloverTextID>34646</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>65</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='600' name ='SPCFortWallStable'>
		<DBID>872</DBID>
		<DisplayNameID>34629</DisplayNameID>
		<EditorNameID>34630</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_wall_stable.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34628</RolloverTextID>
		<ShortRolloverTextID>34642</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>15</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='601' name ='SPCFortCenter'>
		<DBID>874</DBID>
		<DisplayNameID>34639</DisplayNameID>
		<EditorNameID>34640</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_center.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>34638</RolloverTextID>
		<ShortRolloverTextID>34649</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>15</BuildPoints>
		<Bounty>200</Bounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='602' name ='IGCTownCenter'>
		<DBID>875</DBID>
		<DisplayNameID>34652</DisplayNameID>
		<EditorNameID>34653</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\town_center\town_center.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>towncenter</PhysicsInfo>
		<Icon>buildings\town_center\towncenter_icon</Icon>
		<MinimapIcon>ui\minimap\towncenter</MinimapIcon>
		<PortraitIcon>buildings\town_center\towncenter_icon</PortraitIcon>
		<InitialHitpoints>12000</InitialHitpoints>
		<MaxHitpoints>12000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50</BuildPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>200</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Train row ='0' page ='0' column ='0'>Settler</Train>
		<Train row ='0' page ='0' column ='0'>Coureur</Train>
		<Train row ='0' page ='0' column ='1'>Envoy</Train>
		<Train row ='0' page ='0' column ='3'>HotAirBalloon</Train>
		<Train row ='0' page ='0' column ='4'>PetCougar</Train>
		<Tech row ='0' page ='1' column ='3'>Bastion</Tech>
		<Tech row ='0' page ='1' column ='5'>ChurchTownWatch</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianQuartermaster</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianEngineer</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianSergeantSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianPirate</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianPresidente</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianNaturalist</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianTycoon</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianWarMinisterSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianExiledPrince</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianCavalierSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGrandVizier</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianAdmiral</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianBishop</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGeneral</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMusketeerSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianAdventurerSpanish</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianGovernor</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMohawk</Tech>
		<Tech row ='0' page ='1' column ='0'>PoliticianMarksman</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>StartingColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>Eject</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='2'>SetGatherPointMilitary</Command>
		<Command page ='0' column ='2'>Levy</Command>
		<Command page ='1' column ='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='1' column ='2'>RansomExplorer</Command>
		<Command page ='1' column ='3'>BuildColonyWall</Command>
		<Command page ='1' column ='4'>RepairColonyWall</Command>
		<Command page ='1' column ='2'>RansomExplorerAsian</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>6</Damage>
			<MaxRange>32</MaxRange>
			<ROF>2</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='603' name ='SPCIncaOutpost'>
		<DBID>879</DBID>
		<DisplayNameID>34667</DisplayNameID>
		<EditorNameID>34671</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\inca_outpost\spc_inca_outpost.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>outpost</PhysicsInfo>
		<Icon>buildings\spc\inca_outpost\inca_outpost_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\inca_outpost\inca_outpost_portrait</PortraitIcon>
		<RolloverTextID>34666</RolloverTextID>
		<ShortRolloverTextID>34665</ShortRolloverTextID>
		<InitialHitpoints>6000</InitialHitpoints>
		<MaxHitpoints>6000</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>120</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<Tech row ='0' page ='1' column ='0'>FortifiedOutpost</Tech>
		<Tech row ='0' page ='1' column ='0'>FrontierOutpost</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>Eject</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='604' name ='SPCFortCorner'>
		<DBID>880</DBID>
		<DisplayNameID>34676</DisplayNameID>
		<EditorNameID>34680</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_corner.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34675</RolloverTextID>
		<ShortRolloverTextID>34674</ShortRolloverTextID>
		<InitialHitpoints>5250</InitialHitpoints>
		<MaxHitpoints>5250</MaxHitpoints>
		<LOS>32</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='605' name ='IGCDrummer'>
		<DBID>886</DBID>
		<DisplayNameID>34749</DisplayNameID>
		<EditorNameID>34750</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\squad\drummer\drummer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\squad\flag_bearer\flag_bearer_icon</Icon>
		<PortraitIcon>units\squad\flag_bearer\flag_bearer_portrait</PortraitIcon>
		<InitialHitpoints>360</InitialHitpoints>
		<MaxHitpoints>360</MaxHitpoints>
		<LOS>14</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>1</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>pikeman.tactics</Tactics>
	</Unit>
	<Unit id ='606' name ='IGCFlagBearer'>
		<DBID>887</DBID>
		<DisplayNameID>34754</DisplayNameID>
		<EditorNameID>34755</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\squad\flag_bearer\flag_bearer_default.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\squad\flag_bearer\flag_bearer_icon</Icon>
		<PortraitIcon>units\squad\flag_bearer\flag_bearer_portrait</PortraitIcon>
		<InitialHitpoints>360</InitialHitpoints>
		<MaxHitpoints>360</MaxHitpoints>
		<LOS>14</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>1</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id ='607' name ='BigPropGeyser'>
		<DBID>889</DBID>
		<DisplayNameID>34757</DisplayNameID>
		<EditorNameID>34758</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\great_plains\geyser.xml</AnimFile>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Doppled</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='608' name ='SPCFortTower'>
		<DBID>890</DBID>
		<DisplayNameID>34830</DisplayNameID>
		<EditorNameID>34831</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_tower.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>34829</RolloverTextID>
		<ShortRolloverTextID>34828</ShortRolloverTextID>
		<InitialHitpoints>5250</InitialHitpoints>
		<MaxHitpoints>5250</MaxHitpoints>
		<LOS>25</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>120</Bounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageArea>3</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='609' name ='SPCLizzieFlagship'>
		<DBID>892</DBID>
		<DisplayNameID>34856</DisplayNameID>
		<EditorNameID>34857</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\galleon\galleon_spc.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<RolloverTextID>34855</RolloverTextID>
		<InitialHitpoints>2200</InitialHitpoints>
		<MaxHitpoints>2200</MaxHitpoints>
		<LOS>44</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>150</Cost>
		<Cost resourcetype ='Gold'>250</Cost>
		<MaxContained>50</MaxContained>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Train row ='0' page ='0' column ='1'>SPCBuccaneer</Train>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>82</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>164</DamageCap>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='610' name ='SPCTreasureShipPosts'>
		<DBID>893</DBID>
		<DisplayNameID>34868</DisplayNameID>
		<EditorNameID>34869</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\naval\galleon\galleon_treasure_posts.xml</AnimFile>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='611' name ='WallConnector'>
		<DBID>895</DBID>
		<DisplayNameID>34894</DisplayNameID>
		<EditorNameID>34895</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_corner.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<RolloverTextID>34893</RolloverTextID>
		<ShortRolloverTextID>34892</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>4</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<BuildPoints>2</BuildPoints>
		<Cost resourcetype ='Wood'>5</Cost>
		<Cost resourcetype ='Gold'>0</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Tech row ='0' page ='1' column ='0'>Bastion</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>wallBuild</Flag>
		<Flag>Tracked</Flag>
		<Flag>Invulnerable</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='612' name ='SPCMineScaffold'>
		<DBID>896</DBID>
		<DisplayNameID>34900</DisplayNameID>
		<EditorNameID>34901</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\mine\mine_scaffold.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\blockhouse\blockhouse_icon</Icon>
		<PortraitIcon>buildings\blockhouse\blockhouse_icon</PortraitIcon>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>40</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>115</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>blockhouse.tactics</Tactics>
	</Unit>
	<Unit id ='613' name ='SPCMine'>
		<DBID>897</DBID>
		<DisplayNameID>34908</DisplayNameID>
		<EditorNameID>34909</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\gold_mine\silver_mine.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>mine</PhysicsInfo>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>34907</RolloverTextID>
		<ShortRolloverTextID>34906</ShortRolloverTextID>
		<LOS>18</LOS>
		<InitialResource resourcetype ='Gold'>5000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='0.7700' blue ='0.0100' green ='0.6700'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MinedResource</UnitType>
		<UnitType>AbstractMine</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='614' name ='SPCMineProps'>
		<DBID>898</DBID>
		<DisplayNameID>34913</DisplayNameID>
		<EditorNameID>34914</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\spc\mine\mine_props.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\blockhouse\blockhouse_icon</Icon>
		<PortraitIcon>buildings\blockhouse\blockhouse_icon</PortraitIcon>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>40</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>115</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>blockhouse.tactics</Tactics>
	</Unit>
	<Unit id ='615' name ='SPCHavanaNugget'>
		<DBID>899</DBID>
		<DisplayNameID>34920</DisplayNameID>
		<EditorNameID>34922</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\havana_nugget\havana_nugget.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>34919</RolloverTextID>
		<ShortRolloverTextID>34918</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>Nugget</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='616' name ='SPCSpanishShipRuins'>
		<DBID>900</DBID>
		<DisplayNameID>34925</DisplayNameID>
		<EditorNameID>34926</EditorNameID>
		<PopulationCapAddition>0</PopulationCapAddition>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spanish_ship_ruins\spanish_ship_ruins.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>mine</PhysicsInfo>
		<Icon>objects\spc\spanish_ship_ruins\ship_ruins_icon_64x64</Icon>
		<PortraitIcon>objects\spc\spanish_ship_ruins\ship_ruins_portrait</PortraitIcon>
		<RolloverTextID>34924</RolloverTextID>
		<ShortRolloverTextID>34923</ShortRolloverTextID>
		<LOS>18</LOS>
		<InitialResource resourcetype ='Gold'>2500</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='0.7700' blue ='0.0100' green ='0.6700'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>MinedResource</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='617' name ='NuggetBeaver'>
		<DBID>901</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\beaver_lodge\beaver_lodge.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='618' name ='IGCAlainHorse'>
		<DBID>902</DBID>
		<DisplayNameID>34940</DisplayNameID>
		<EditorNameID>34941</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\alain\igc_alain_magnan_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\alain\alain_igc_icon</Icon>
		<PortraitIcon>units\spc\alain\alain_igc_portrait</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='619' name ='IGCOldKanyenke'>
		<DBID>904</DBID>
		<DisplayNameID>34948</DisplayNameID>
		<EditorNameID>34949</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\kanyenke_old\igc_kanyenke_old.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke_old\igc_kanyenke_old_icon</Icon>
		<PortraitIcon>units\spc\kanyenke_old\igc_kanyenke_old_portrait</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='620' name ='Llama'>
		<DBID>908</DBID>
		<DisplayNameID>35085</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3</IdleTimeout>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\llama\llama.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\llama\llama_icon_64x64</Icon>
		<PortraitIcon>units\animals\llama\llama_portrait</PortraitIcon>
		<RolloverTextID>35084</RolloverTextID>
		<ShortRolloverTextID>35083</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0</Bounty>
		<Cost resourcetype ='Food'>70</Cost>
		<CarryCapacity resourcetype ='Food'>400</CarryCapacity>
		<InitialResource resourcetype ='Food'>50</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>1</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.300000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.120000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='LivestockPen'>0.750000</Rate>
			<Rate type ='Farm'>0.750000</Rate>
			<Rate type ='ypVillage'>0.750000</Rate>
			<Rate type ='YPLivestockPenAsian'>0.750000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type ='ypSacredField'>0.180000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.130000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='621' name ='SPCStockades'>
		<DBID>910</DBID>
		<DisplayNameID>35243</DisplayNameID>
		<EditorNameID>35244</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\stockades\stockades.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\stockades\stockades_portrait</Icon>
		<PortraitIcon>buildings\spc\stockades\stockades_portrait</PortraitIcon>
		<RolloverTextID>35242</RolloverTextID>
		<ShortRolloverTextID>35241</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>14</LOS>
		<Bounty>150</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='622' name ='SPCDinghy'>
		<DBID>911</DBID>
		<DisplayNameID>35249</DisplayNameID>
		<EditorNameID>35250</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6</TurnRate>
		<AnimFile>units\naval\Johnboat\Johnboat.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\fishing_ship\fishing_ship_icon_64x64</Icon>
		<PortraitIcon>units\naval\fishing_ship\fishing_ship_icon_portrait</PortraitIcon>
		<RolloverTextID>42195</RolloverTextID>
		<ShortRolloverTextID>42194</ShortRolloverTextID>
		<InitialHitpoints>420</InitialHitpoints>
		<MaxHitpoints>420</MaxHitpoints>
		<LOS>14</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Wood'>150</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>Stop</Command>
		<Tactics>fishingboat.tactics</Tactics>
	</Unit>
	<Unit id ='623' name ='SPCBuccaneer'>
		<DBID>912</DBID>
		<DisplayNameID>35253</DisplayNameID>
		<EditorNameID>35254</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\pirates\pirates.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\pirates\pirate_icon</Icon>
		<PortraitIcon>units\spc\pirates\pirate_portrait</PortraitIcon>
		<RolloverTextID>35252</RolloverTextID>
		<ShortRolloverTextID>35251</ShortRolloverTextID>
		<InitialHitpoints>190</InitialHitpoints>
		<MaxHitpoints>190</MaxHitpoints>
		<LOS>14</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Gold'>110</Cost>
		<ScoreValue>10</ScoreValue>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>4</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='624' name ='NuggetDroppedFood'>
		<DBID>913</DBID>
		<DisplayNameID>35260</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\dropped_resource\dropped_food.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='625' name ='NuggetDroppedWood'>
		<DBID>914</DBID>
		<DisplayNameID>35265</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\dropped_resource\dropped_wood.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='626' name ='NuggetDroppedCoin'>
		<DBID>915</DBID>
		<DisplayNameID>35270</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\dropped_resource\dropped_coin.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='627' name ='NuggetDroppedSupplies'>
		<DBID>916</DBID>
		<DisplayNameID>35275</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\dropped_resource\dropped_supplies.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='628' name ='SPCRailroadWorker'>
		<DBID>918</DBID>
		<DisplayNameID>35282</DisplayNameID>
		<EditorNameID>35283</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\miner\miner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\miner\miner_icon</Icon>
		<PortraitIcon>units\spc\miner\miner_portrait</PortraitIcon>
		<RolloverTextID>35281</RolloverTextID>
		<ShortRolloverTextID>35280</ShortRolloverTextID>
		<InitialHitpoints>270</InitialHitpoints>
		<MaxHitpoints>270</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCrailroadworker.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>6</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>6</ROF>
			<DamageArea>5</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='629' name ='TrainCar'>
		<DBID>919</DBID>
		<DisplayNameID>35285</DisplayNameID>
		<EditorNameID>36193</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\train_car.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>35284</RolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='630' name ='NuggetKidnap'>
		<DBID>924</DBID>
		<DisplayNameID>35412</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\outlaw_kidnap\kidnap_null.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>35411</RolloverTextID>
		<ShortRolloverTextID>35410</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='631' name ='OutlawPistol'>
		<DBID>926</DBID>
		<DisplayNameID>35421</DisplayNameID>
		<EditorNameID>35422</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\spc\outlaws\outlaw_pistol.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>nuggets\outlaw_kidnap\outlaw_icon_64x64</Icon>
		<PortraitIcon>nuggets\outlaw_kidnap\outlaw_icon_portrait</PortraitIcon>
		<RolloverTextID>35420</RolloverTextID>
		<ShortRolloverTextID>35419</ShortRolloverTextID>
		<InitialHitpoints>270</InitialHitpoints>
		<MaxHitpoints>270</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9</Bounty>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='632' name ='SPCMorganFlagship'>
		<DBID>927</DBID>
		<DisplayNameID>35565</DisplayNameID>
		<EditorNameID>35566</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\spc\morgan_flagship\galleon_morgan.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<RolloverTextID>35564</RolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>44</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>210</Cost>
		<Cost resourcetype ='Gold'>350</Cost>
		<MaxContained>50</MaxContained>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Flag>HeroName1</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>82</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>164</DamageCap>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='633' name ='IGCOldChilche'>
		<DBID>929</DBID>
		<DisplayNameID>35613</DisplayNameID>
		<EditorNameID>35614</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\chilche_old\igc_chilche_old.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\chilche_old\chilche_old_icon_64x64</Icon>
		<PortraitIcon>units\spc\chilche_old\chilche_old_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='634' name ='SPCPort'>
		<DBID>936</DBID>
		<DisplayNameID>35672</DisplayNameID>
		<EditorNameID>35674</EditorNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>buildings\spc\havana_port\spc_port.xml</AnimFile>
		<Icon>buildings\pyramid\pyramid_icon_64x64</Icon>
		<PortraitIcon>buildings\pyramid\pyramid_icon_64x64</PortraitIcon>
		<InitialHitpoints>1315</InitialHitpoints>
		<MaxHitpoints>1315</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='635' name ='WhiteJaguarGuard'>
		<DBID>939</DBID>
		<DisplayNameID>35776</DisplayNameID>
		<EditorNameID>35777</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\white_jaguar\white_jaguar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\spc\white_jaguar\jaguar_white_icon_64x64</Icon>
		<PortraitIcon>units\spc\white_jaguar\jaguar_white_portrait</PortraitIcon>
		<RolloverTextID>35775</RolloverTextID>
		<ShortRolloverTextID>35774</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>6</Bounty>
		<BuildBounty>6</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>24</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='636' name ='WhiteWolfGuard'>
		<DBID>940</DBID>
		<DisplayNameID>35778</DisplayNameID>
		<EditorNameID>36192</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wolf\white_wolf_icon_64x64</Icon>
		<PortraitIcon>units\animals\wolf\white_wolf_portrait</PortraitIcon>
		<RolloverTextID>38155</RolloverTextID>
		<ShortRolloverTextID>38170</ShortRolloverTextID>
		<InitialHitpoints>100</InitialHitpoints>
		<MaxHitpoints>100</MaxHitpoints>
		<LOS>10</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>23</Bounty>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='637' name ='NuggetBearTree'>
		<DBID>943</DBID>
		<DisplayNameID>35805</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\bear_tree\nugget_bear_tree.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>35804</RolloverTextID>
		<ShortRolloverTextID>35803</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='638' name ='NuggetWolfWagon'>
		<DBID>944</DBID>
		<DisplayNameID>35812</DisplayNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\wolf_wagon\nugget_wolf_wagon.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>35811</RolloverTextID>
		<ShortRolloverTextID>35810</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='639' name ='SPCAztecMural'>
		<DBID>945</DBID>
		<DisplayNameID>35819</DisplayNameID>
		<EditorNameID>35820</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\aztec_mural\spc_aztec_mural.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\blockhouse\blockhouse_icon</Icon>
		<PortraitIcon>buildings\blockhouse\blockhouse_icon</PortraitIcon>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>36</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>115</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>blockhouse.tactics</Tactics>
	</Unit>
	<Unit id ='640' name ='IGCJaeger'>
		<DBID>947</DBID>
		<DisplayNameID>35879</DisplayNameID>
		<EditorNameID>35880</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\igcjaeger\igcjaeger.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\jaeger\hessian_jaeger_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\jaeger\hessian_jaeger_icon_64x64</PortraitIcon>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Gold'>600</Cost>
		<Cost resourcetype ='Ships'>1</Cost>
		<ScoreValue>40</ScoreValue>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
	</Unit>
	<Unit id ='641' name ='TrainCarWood'>
		<DBID>948</DBID>
		<DisplayNameID>35882</DisplayNameID>
		<EditorNameID>35889</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\wood_car.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>35881</RolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='642' name ='TrainCarFood'>
		<DBID>949</DBID>
		<DisplayNameID>35884</DisplayNameID>
		<EditorNameID>35888</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\food_car.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>35883</RolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='643' name ='TrainCarCoin'>
		<DBID>950</DBID>
		<DisplayNameID>35886</DisplayNameID>
		<EditorNameID>35887</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trains\coin_car.xml</AnimFile>
		<Icon>units\trains\train_icon_64x64</Icon>
		<PortraitIcon>units\trains\train_portrait</PortraitIcon>
		<RolloverTextID>35885</RolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='644' name ='IGCBoneguard'>
		<DBID>954</DBID>
		<DisplayNameID>35984</DisplayNameID>
		<EditorNameID>35985</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\boneguard\igc_bguard_two.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\boneguard\boneguard_age2_icon_64x64</Icon>
		<PortraitIcon>units\spc\boneguard\boneguard_age2_portrait</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='645' name ='MineGold'>
		<DBID>955</DBID>
		<DisplayNameID>36007</DisplayNameID>
		<EditorNameID>36008</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\gold_mine\gold_mine.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>36006</RolloverTextID>
		<ShortRolloverTextID>36005</ShortRolloverTextID>
		<LOS>18</LOS>
		<InitialResource resourcetype ='Gold'>5000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='0.8900' blue ='0.2500' green ='0.7000'></MinimapColor>
		<GathererLimit>20</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>MinedResource</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='646' name ='NuggetNavigationChart'>
		<DBID>959</DBID>
		<DisplayNameID>36210</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\spc_navigation_chart\spc_navigation_chart.xml</AnimFile>
		<Icon>nuggets\spc_navigation_chart\spc_navigation_chart_portrait</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>nuggets\spc_navigation_chart\spc_navigation_chart_portrait</PortraitIcon>
		<RolloverTextID>36209</RolloverTextID>
		<ShortRolloverTextID>36208</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='647' name ='SPCNativeBoy'>
		<DBID>960</DBID>
		<DisplayNameID>36332</DisplayNameID>
		<EditorNameID>36333</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\SPC_native_boy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<RolloverTextID>36331</RolloverTextID>
		<ShortRolloverTextID>36330</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>8</Bounty>
		<BuildBounty>8</BuildBounty>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>28</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>5</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='648' name ='TreePatagoniaDirt'>
		<DBID>961</DBID>
		<DisplayNameID>36387</DisplayNameID>
		<EditorNameID>36388</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_patagonia_dirt.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>36386</RolloverTextID>
		<ShortRolloverTextID>36385</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='649' name ='TreePatagoniaSnow'>
		<DBID>962</DBID>
		<DisplayNameID>36392</DisplayNameID>
		<EditorNameID>36393</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_patagonia_snow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>36391</RolloverTextID>
		<ShortRolloverTextID>36390</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='650' name ='IGCMusketeer'>
		<DBID>966</DBID>
		<DisplayNameID>36524</DisplayNameID>
		<EditorNameID>36525</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\musketeer\igc_musketeer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\musketeer\musketeer_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
	</Unit>
	<Unit id ='651' name ='IGCCrossbowman'>
		<DBID>967</DBID>
		<DisplayNameID>36528</DisplayNameID>
		<EditorNameID>36529</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\crossbowmen\crossbow_igc.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\crossbow\crossbow_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\crossbow\crossbow_portrait</PortraitIcon>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>8</Bounty>
		<BuildBounty>8</BuildBounty>
		<Cost resourcetype ='Food'>20</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='652' name ='SPCTreasureShip2'>
		<DBID>968</DBID>
		<DisplayNameID>36560</DisplayNameID>
		<EditorNameID>36561</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\galleon\galleon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<RolloverTextID>36559</RolloverTextID>
		<ShortRolloverTextID>36558</ShortRolloverTextID>
		<InitialHitpoints>850</InitialHitpoints>
		<MaxHitpoints>850</MaxHitpoints>
		<LOS>30</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Train row ='0' page ='0' column ='8'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='8'>Dragoon</Train>
		<Train row ='0' page ='0' column ='4'>Cacadore</Train>
		<Train row ='0' page ='0' column ='4'>Cacadore</Train>
		<Train row ='0' page ='0' column ='6'>Hussar</Train>
		<Train row ='0' page ='0' column ='1'>Janissary</Train>
		<Train row ='0' page ='0' column ='1'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='5'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='5'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='5'>Longbowman</Train>
		<Train row ='0' page ='0' column ='5'>Longbowman</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='2'>Rodelero</Train>
		<Train row ='0' page ='0' column ='2'>Rodelero</Train>
		<Train row ='0' page ='0' column ='12'>OrganGun</Train>
		<Train row ='0' page ='0' column ='7'>Lancer</Train>
		<Train row ='0' page ='0' column ='2'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='2'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='0'>Musketeer</Train>
		<Train row ='0' page ='0' column ='0'>Musketeer</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Grenadier</Train>
		<Train row ='0' page ='0' column ='3'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>Falconet</Train>
		<Train row ='0' page ='0' column ='11'>Culverin</Train>
		<Train row ='0' page ='0' column ='4'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='4'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='10'>Mortar</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='7'>Ruyter</Train>
		<Train row ='0' page ='0' column ='12'>Cannon</Train>
		<Train row ='0' page ='0' column ='13'>GreatBombard</Train>
		<Train row ='0' page ='0' column ='14'>AbusGun</Train>
		<Train row ='0' page ='0' column ='14'>Rocket</Train>
		<Train row ='0' page ='0' column ='13'>Strelet</Train>
		<Train row ='0' page ='0' column ='14'>Cossack</Train>
		<Train row ='0' page ='0' column ='13'>Uhlan</Train>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='653' name ='SPCHealObject'>
		<DBID>969</DBID>
		<DisplayNameID>36615</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\spc_heal_object.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<InitialHitpoints>2400</InitialHitpoints>
		<MaxHitpoints>2400</MaxHitpoints>
		<LOS>4</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>AbstractHeavyInfantry</Contain>
		<Contain>AbstractArtillery</Contain>
		<Contain>AbstractCavalry</Contain>
		<Contain>AbstractLightInfantry</Contain>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>fieldhospital.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>50</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='654' name ='NatMedicineMan'>
		<DBID>971</DBID>
		<DisplayNameID>36735</DisplayNameID>
		<EditorNameID>36736</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\native_oldman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\medicine_man_icon</Icon>
		<PortraitIcon>units\natives\medicine_man_portrait</PortraitIcon>
		<RolloverTextID>36734</RolloverTextID>
		<ShortRolloverTextID>36733</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>10</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='655' name ='SPCBucCaptain'>
		<DBID>972</DBID>
		<DisplayNameID>36739</DisplayNameID>
		<EditorNameID>36740</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\mercenaries\barbary_corsair\barbary_corsair.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\barbary_corsair\barbary_corsair_portrait</PortraitIcon>
		<RolloverTextID>36738</RolloverTextID>
		<ShortRolloverTextID>36737</ShortRolloverTextID>
		<InitialHitpoints>365</InitialHitpoints>
		<MaxHitpoints>365</MaxHitpoints>
		<LOS>14</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<ScoreValue>20</ScoreValue>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>MercType3</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>104</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>62</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='656' name ='IGCSeminoleChief'>
		<DBID>974</DBID>
		<DisplayNameID>36832</DisplayNameID>
		<EditorNameID>36833</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\neamaltha\igc_neamaltha.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\neamaltha\neamaltha_icon_64x64</Icon>
		<PortraitIcon>units\spc\neamaltha\neamaltha_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='657' name ='SPCTutorialFlag'>
		<DBID>981</DBID>
		<DisplayNameID>36913</DisplayNameID>
		<EditorNameID>36914</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\spc_flag\tutorial_flag.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='658' name ='SPCFixedGunRuins'>
		<DBID>983</DBID>
		<DisplayNameID>37003</DisplayNameID>
		<EditorNameID>37004</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>buildings\spc\fixed_gun\fixed_gun_ruins.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\fixed_gun\fixed_gun_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\fixed_gun\fixed_gun_portrait</PortraitIcon>
		<RolloverTextID>37002</RolloverTextID>
		<ShortRolloverTextID>37001</ShortRolloverTextID>
		<InitialHitpoints>10000</InitialHitpoints>
		<MaxHitpoints>10000</MaxHitpoints>
		<LOS>75</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>300</Bounty>
		<Cost resourcetype ='Gold'>2000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<Flag>DontFlattenGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Tactics>SPCFixedGunRuin.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>20</MinRange>
			<MaxRange>45</MaxRange>
			<ROF>7</ROF>
			<Active>1</Active>
			<DamageArea>6</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>300</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>20</MinRange>
			<MaxRange>45</MaxRange>
			<ROF>7</ROF>
			<DamageBonus type ='SPCFountainOfYouth'>2.500000</DamageBonus>
			<Active>1</Active>
			<DamageArea>6</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
			<MinRange>20</MinRange>
			<DamageBonus type ='Building'>1.250000</DamageBonus>
			<Active>1</Active>
			<DamageArea>6</DamageArea>
		</ProtoAction>
	</Unit>
	<Unit id ='659' name ='IGCHarbormaster'>
		<DBID>987</DBID>
		<DisplayNameID>37264</DisplayNameID>
		<EditorNameID>37265</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>1.7500</MaxVelocity>
		<MaxRunVelocity>3.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\harbor_master\igc_harbor_master.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='660' name ='IGCWolfAttack'>
		<DBID>992</DBID>
		<DisplayNameID>37330</DisplayNameID>
		<EditorNameID>37331</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>animation_library\igc\wolf_attack\wolf_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='661' name ='SPCAlain2'>
		<DBID>1016</DBID>
		<DisplayNameID>41568</DisplayNameID>
		<EditorNameID>41569</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\alain\spc_alain_magnan_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\spc\alain\alain_igc_icon</Icon>
		<PortraitIcon>units\spc\alain\alain_igc_portrait</PortraitIcon>
		<RolloverTextID>41567</RolloverTextID>
		<ShortRolloverTextID>41566</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>90</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>90</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>90</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>60</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>180</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='662' name ='SPCSkybox'>
		<DBID>1021</DBID>
		<DisplayNameID>41571</DisplayNameID>
		<EditorNameID>41572</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\sky\spc_skybox.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='663' name ='SPCSkybox1'>
		<DBID>1022</DBID>
		<DisplayNameID>41606</DisplayNameID>
		<EditorNameID>41607</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\sky\spc_skybox_1.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='664' name ='OutlawMusketeer'>
		<DBID>1023</DBID>
		<DisplayNameID>41614</DisplayNameID>
		<EditorNameID>41615</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\infantry_ranged\musketeer\musketeer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon>
		<RolloverTextID>41613</RolloverTextID>
		<ShortRolloverTextID>41612</ShortRolloverTextID>
		<InitialHitpoints>450</InitialHitpoints>
		<MaxHitpoints>450</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<ScoreValue>20</ScoreValue>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>MercType3</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorMusketeer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='665' name ='NuggetKidnapBrit'>
		<DBID>1024</DBID>
		<DisplayNameID>41630</DisplayNameID>
		<EditorNameID>41634</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\outlaw_kidnap\kidnap_null.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>41629</RolloverTextID>
		<ShortRolloverTextID>41628</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Nugget</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='666' name ='SPCOssuary'>
		<DBID>1025</DBID>
		<DisplayNameID>41657</DisplayNameID>
		<EditorNameID>41676</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>6</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\ossuary\spc_ossuary.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\ossuary\spc_ossuary_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\fort_star_16x16</MinimapIcon>
		<PortraitIcon>buildings\spc\ossuary\spc_ossuary_portrait</PortraitIcon>
		<RolloverTextID>41656</RolloverTextID>
		<ShortRolloverTextID>41677</ShortRolloverTextID>
		<InitialHitpoints>8500</InitialHitpoints>
		<MaxHitpoints>8500</MaxHitpoints>
		<LOS>26</LOS>
		<Bounty>1000</Bounty>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
	</Unit>
	<Unit id ='667' name ='OutpostWagon'>
		<DBID>1026</DBID>
		<DisplayNameID>41660</DisplayNameID>
		<EditorNameID>41661</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_outpost.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\outpost_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\outpost_wagon_portrait</PortraitIcon>
		<RolloverTextID>41659</RolloverTextID>
		<ShortRolloverTextID>41658</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='6' column ='0'>Outpost</Train>
		<Train row ='0' page ='6' column ='0'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='0'>YPOutpostAsian</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Outpost'>2</Rate>
			<Rate type ='Blockhouse'>2</Rate>
			<Rate type ='WarHut'>2</Rate>
			<Rate type ='YPOutpostAsian'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='668' name ='FortWagon'>
		<DBID>1027</DBID>
		<DisplayNameID>41668</DisplayNameID>
		<EditorNameID>41669</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_fort.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\fort_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\fort_wagon_portrait</PortraitIcon>
		<RolloverTextID>41667</RolloverTextID>
		<ShortRolloverTextID>41666</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='0'>FortFrontier</Train>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='FortFrontier'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='669' name ='FactoryWagon'>
		<DBID>1028</DBID>
		<DisplayNameID>41672</DisplayNameID>
		<EditorNameID>41673</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_factory.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>41671</RolloverTextID>
		<ShortRolloverTextID>41670</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='6' column ='0'>Factory</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Factory'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='670' name ='SPCSignalFire'>
		<DBID>1029</DBID>
		<DisplayNameID>41774</DisplayNameID>
		<EditorNameID>41775</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\signal_fire\spc_signal_fire.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<RolloverTextID>43303</RolloverTextID>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='671' name ='IGCNativeVillager'>
		<DBID>1030</DBID>
		<DisplayNameID>41953</DisplayNameID>
		<EditorNameID>41954</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\native_villager\native_villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>26</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
	</Unit>
	<Unit id ='672' name ='HouseEast'>
		<DBID>1031</DBID>
		<DisplayNameID>41968</DisplayNameID>
		<EditorNameID>41969</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\house\house_east.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>41967</RolloverTextID>
		<ShortRolloverTextID>41966</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>10</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='673' name ='HouseMed'>
		<DBID>1032</DBID>
		<DisplayNameID>41972</DisplayNameID>
		<EditorNameID>41973</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\house\house_med.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>41971</RolloverTextID>
		<ShortRolloverTextID>41970</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>10</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='674' name ='NuggetWolfMissionary'>
		<DBID>1033</DBID>
		<DisplayNameID>42102</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\wolf_missionary\nugget_wolf_missionary.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>42101</RolloverTextID>
		<ShortRolloverTextID>42100</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='675' name ='MinkeWhale'>
		<DBID>1035</DBID>
		<DisplayNameID>42300</DisplayNameID>
		<EditorNameID>42302</EditorNameID>
		<ObstructionRadiusX>4.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<IdleTimeout>3</IdleTimeout>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\whale_minke\whale_minke.xml</AnimFile>
		<Icon>units\animals\whale_minke\minke_whale_portrait</Icon>
		<PortraitIcon>units\animals\whale_minke\minke_whale_portrait</PortraitIcon>
		<RolloverTextID>42299</RolloverTextID>
		<ShortRolloverTextID>42298</ShortRolloverTextID>
		<InitialResource resourcetype ='Gold'>1500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<GathererLimit>4</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>AbstractWhale</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
	</Unit>
	<Unit id ='676' name ='HumpbackWhale'>
		<DBID>1036</DBID>
		<DisplayNameID>42305</DisplayNameID>
		<EditorNameID>42306</EditorNameID>
		<ObstructionRadiusX>4.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<IdleTimeout>3</IdleTimeout>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\whale\whale.xml</AnimFile>
		<Icon>units\animals\whale\whale_humpback_portrait</Icon>
		<PortraitIcon>units\animals\whale\whale_humpback_portrait</PortraitIcon>
		<RolloverTextID>42304</RolloverTextID>
		<ShortRolloverTextID>42303</ShortRolloverTextID>
		<InitialResource resourcetype ='Gold'>1500</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<GathererLimit>4</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>AbstractWhale</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ForceBuildingData</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
	</Unit>
	<Unit id ='677' name ='SPCFierceCougar'>
		<DBID>1037</DBID>
		<DisplayNameID>42327</DisplayNameID>
		<EditorNameID>42329</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\cougar\cougar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\cougar\cougar_icon_64x64</Icon>
		<PortraitIcon>units\animals\cougar\cougar_portrait</PortraitIcon>
		<RolloverTextID>42326</RolloverTextID>
		<ShortRolloverTextID>42325</ShortRolloverTextID>
		<InitialHitpoints>115</InitialHitpoints>
		<MaxHitpoints>115</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<BuildLimit>5</BuildLimit>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='678' name ='SPCSignalFireLit'>
		<DBID>1040</DBID>
		<DisplayNameID>42402</DisplayNameID>
		<EditorNameID>42403</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\signal_fire\spc_signal_fire_lit.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<RolloverTextID>43304</RolloverTextID>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='679' name ='IGCTrainStation'>
		<DBID>1043</DBID>
		<DisplayNameID>42447</DisplayNameID>
		<EditorNameID>42448</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\train_station\spc_train_station.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\trading_post\trading_post_icon</Icon>
		<PortraitIcon>buildings\trading_post\trading_post_portrait</PortraitIcon>
		<RolloverTextID>42446</RolloverTextID>
		<ShortRolloverTextID>42445</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>14</LOS>
		<BuildPoints>90</BuildPoints>
		<Bounty>100</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>VictoryPointBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id ='680' name ='NuggetAbandonedCabin'>
		<DBID>1044</DBID>
		<DisplayNameID>42885</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\abandoned_cabin\abandoned_cabin.xml</AnimFile>
		<DeadReplacement>BuildingRubbleCabinNugget</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>42884</RolloverTextID>
		<ShortRolloverTextID>42883</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='681' name ='NuggetPirate'>
		<DBID>1045</DBID>
		<DisplayNameID>42931</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\pirates\pirate_null.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>42930</RolloverTextID>
		<ShortRolloverTextID>42929</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='682' name ='NuggetBearCampsite'>
		<DBID>1046</DBID>
		<DisplayNameID>42934</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\bear_campsite\nugget_bear_campsite.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>42933</RolloverTextID>
		<ShortRolloverTextID>42932</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='683' name ='FixedGunBall'>
		<DBID>1049</DBID>
		<DisplayNameID>42967</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\fixed_gun_ball.xml</AnimFile>
		<Lifespan>6</Lifespan>
		<LOS>0</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='684' name ='GeorgeCrushington'>
		<DBID>1057</DBID>
		<DisplayNameID>43163</DisplayNameID>
		<EditorNameID>43164</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\george_crushington\g_crushington.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\george_crushington\g_crushington_icon</Icon>
		<PortraitIcon>units\george_crushington\g_crushington_icon</PortraitIcon>
		<RolloverTextID>43162</RolloverTextID>
		<ShortRolloverTextID>43161</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>32</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<Cost resourcetype ='Wood'>500</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<AllowedAge>0</AllowedAge>
		<TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.9'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>titan.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>70</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>100</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>3000</DamageCap>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='685' name ='Lazerbear'>
		<DBID>1059</DBID>
		<DisplayNameID>43171</DisplayNameID>
		<EditorNameID>43172</EditorNameID>
		<ObstructionRadiusX>0.79</ObstructionRadiusX>
		<ObstructionRadiusZ>0.79</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>15</MaxVelocity>
		<MaxRunVelocity>18</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\bear\bear_lazer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\animals\bear\lazer_bear_portrait</Icon>
		<PortraitIcon>units\animals\bear\lazer_bear_portrait</PortraitIcon>
		<RolloverTextID>43170</RolloverTextID>
		<ShortRolloverTextID>43169</ShortRolloverTextID>
		<InitialHitpoints>900</InitialHitpoints>
		<MaxHitpoints>900</MaxHitpoints>
		<LOS>32</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>45</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Food'>1500</Cost>
		<Cost resourcetype ='Gold'>1500</Cost>
		<TrainPoints>0</TrainPoints>
		<Armor type ='Ranged' value ='0.25'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>FlyingUnit</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>superhero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>280</Damage>
			<DamageType>Siege</DamageType>
			<Projectile>LazerBeam</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>LazerAttack</Name>
			<Damage>320</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>0.75</ROF>
			<Projectile>LazerBeam</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>160</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.75</MaxRange>
			<ROF>1</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='686' name ='Fluffy'>
		<DBID>1060</DBID>
		<DisplayNameID>43175</DisplayNameID>
		<EditorNameID>43176</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\fluffy\fluffy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\fluffy\fluffy_portrait</Icon>
		<PortraitIcon>units\fluffy\fluffy_portrait</PortraitIcon>
		<RolloverTextID>43174</RolloverTextID>
		<ShortRolloverTextID>43173</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000</Bounty>
		<BuildBounty>10000</BuildBounty>
		<Cost resourcetype ='Food'>12</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>800</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='687' name ='MonsterTruckA'>
		<DBID>1061</DBID>
		<DisplayNameID>43179</DisplayNameID>
		<EditorNameID>43180</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>16</MaxVelocity>
		<MaxRunVelocity>18</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>6</TurnRate>
		<AnimFile>units\monster_truck\monster_truck_blue.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\monster_truck\monster_truck_blue_icon</Icon>
		<PortraitIcon>units\monster_truck\monster_truck_blue_icon</PortraitIcon>
		<RolloverTextID>43178</RolloverTextID>
		<ShortRolloverTextID>43177</ShortRolloverTextID>
		<InitialHitpoints>60000</InitialHitpoints>
		<MaxHitpoints>60000</MaxHitpoints>
		<LOS>20</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000</Bounty>
		<BuildBounty>10000</BuildBounty>
		<Cost resourcetype ='Food'>80</Cost>
		<Cost resourcetype ='Gold'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>monstertruck.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>2000</DamageCap>
			<DamageArea>8</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='688' name ='MonsterTruckT'>
		<DBID>1062</DBID>
		<DisplayNameID>43183</DisplayNameID>
		<EditorNameID>43184</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>11</MaxVelocity>
		<MaxRunVelocity>13</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>6</TurnRate>
		<AnimFile>units\monster_truck\monster_truck_red.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\monster_truck\monster_truck_red_icon</Icon>
		<PortraitIcon>units\monster_truck\monster_truck_red_icon</PortraitIcon>
		<RolloverTextID>43182</RolloverTextID>
		<ShortRolloverTextID>43181</ShortRolloverTextID>
		<InitialHitpoints>60000</InitialHitpoints>
		<MaxHitpoints>60000</MaxHitpoints>
		<LOS>20</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000</Bounty>
		<BuildBounty>10000</BuildBounty>
		<Cost resourcetype ='Food'>80</Cost>
		<Cost resourcetype ='Gold'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>monstertruck.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>1200</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>3000</DamageCap>
			<DamageArea>6</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='689' name ='FishBass'>
		<DBID>1064</DBID>
		<DisplayNameID>43190</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\bass.xml</AnimFile>
		<Icon>units\animals\fish\bass_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\bass_portrait</PortraitIcon>
		<RolloverTextID>43189</RolloverTextID>
		<ShortRolloverTextID>43188</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='690' name ='FishSardine'>
		<DBID>1065</DBID>
		<DisplayNameID>43193</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\fish.xml</AnimFile>
		<Icon>units\animals\fish\fish_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\fish_portrait</PortraitIcon>
		<RolloverTextID>43192</RolloverTextID>
		<ShortRolloverTextID>43191</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>AbstractFish</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='691' name ='FishTarpon'>
		<DBID>1066</DBID>
		<DisplayNameID>43196</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\tarpon.xml</AnimFile>
		<Icon>units\animals\fish\tarpon_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\tarpon_portrait</PortraitIcon>
		<RolloverTextID>43195</RolloverTextID>
		<ShortRolloverTextID>43194</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='692' name ='FishMahi'>
		<DBID>1067</DBID>
		<DisplayNameID>43199</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\mahi.xml</AnimFile>
		<Icon>units\animals\fish\mahi_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\mahi_portrait</PortraitIcon>
		<RolloverTextID>43198</RolloverTextID>
		<ShortRolloverTextID>43197</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>AbstractFish</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='693' name ='MediocreBombard'>
		<DBID>1068</DBID>
		<DisplayNameID>43204</DisplayNameID>
		<EditorNameID>43205</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.99</ObstructionRadiusX>
		<ObstructionRadiusZ>0.99</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\great_bombard\great_bombard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\great_bombard\great_bombard_icon_64x64</Icon>
		<PortraitIcon>units\artillery\great_bombard\great_bombard_portrait</PortraitIcon>
		<RolloverTextID>43203</RolloverTextID>
		<ShortRolloverTextID>43202</ShortRolloverTextID>
		<InitialHitpoints>1100</InitialHitpoints>
		<MaxHitpoints>1100</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>1000</Bounty>
		<BuildBounty>100</BuildBounty>
		<AutoAttackRange>24</AutoAttackRange>
		<Cost resourcetype ='Food'>3000</Cost>
		<Cost resourcetype ='Wood'>3000</Cost>
		<Cost resourcetype ='Gold'>6000</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>greatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>384</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>5</ROF>
			<DamageCap>768</DamageCap>
			<DamageArea>32</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<Projectile>1GreatBombardBall</Projectile>
			<DamageBonus type ='Building'>5</DamageBonus>
			<DamageBonus type ='YPDockAsian'>5</DamageBonus>
			<DamageBonus type ='Dock'>5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageBonus type ='Guardian'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>2</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>2</DamageBonus>
			<DamageBonus type ='Ship'>1.5</DamageBonus>
			<DamageBonus type ='MercType2'>3</DamageBonus>
			<DamageBonus type ='Janissary'>3</DamageBonus>
			<DamageBonus type ='Hero'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>10</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.75</DamageBonus>
			<DamageBonus type ='AbstractPet'>10</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.25</DamageBonus>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractCavalryInfantry'>1.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='Huntable'>3</DamageBonus>
			<MaxHeight>8</MaxHeight>
		</ProtoAction>
	</Unit>
	<Unit id ='694' name ='FlyingPurpleTapir'>
		<DBID>1069</DBID>
		<DisplayNameID>43208</DisplayNameID>
		<EditorNameID>43209</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\tapir\flying_tapir.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\animals\tapir\flying_purple_tapir_icon</Icon>
		<PortraitIcon>units\animals\tapir\flying_purple_tapir_icon</PortraitIcon>
		<RolloverTextID>43207</RolloverTextID>
		<ShortRolloverTextID>43206</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000</Bounty>
		<BuildBounty>10000</BuildBounty>
		<Cost resourcetype ='Food'>106</Cost>
		<Cost resourcetype ='Gold'>106</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>800</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>800</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>800</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>533</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>1600</DamageCap>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='695' name ='FishMoonBass'>
		<DBID>1070</DBID>
		<DisplayNameID>43213</DisplayNameID>
		<EditorNameID>43214</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\bass.xml</AnimFile>
		<Icon>units\animals\fish\bass_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\bass_portrait</PortraitIcon>
		<RolloverTextID>43212</RolloverTextID>
		<ShortRolloverTextID>43211</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='696' name ='GiftCoin'>
		<DBID>1074</DBID>
		<DisplayNameID>43386</DisplayNameID>
		<EditorNameID>43387</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_coin.xml</AnimFile>
		<Icon>ui\command\generate_coin_icon</Icon>
		<PortraitIcon>ui\command\generate_coin_portrait</PortraitIcon>
		<RolloverTextID>43385</RolloverTextID>
		<ShortRolloverTextID>43396</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Gold'>250</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='697' name ='GiftFood'>
		<DBID>1075</DBID>
		<DisplayNameID>43390</DisplayNameID>
		<EditorNameID>43391</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_food.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>43389</RolloverTextID>
		<ShortRolloverTextID>43388</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Food'>250</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='698' name ='GiftWood'>
		<DBID>1076</DBID>
		<DisplayNameID>43394</DisplayNameID>
		<EditorNameID>43395</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_wood.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<PortraitIcon>ui\command\generate_wood_portrait</PortraitIcon>
		<RolloverTextID>43393</RolloverTextID>
		<ShortRolloverTextID>43392</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Wood'>250</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='699' name ='Reindeer'>
		<DBID>1077</DBID>
		<DisplayNameID>43399</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\caribou\caribou.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\caribou\caribou_icon_64x64</Icon>
		<PortraitIcon>units\animals\caribou\caribou_portrait</PortraitIcon>
		<RolloverTextID>43398</RolloverTextID>
		<ShortRolloverTextID>43397</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='700' name ='TreeChristmas'>
		<DBID>1078</DBID>
		<DisplayNameID>43402</DisplayNameID>
		<EditorNameID>43403</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_rockies_snow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>43401</RolloverTextID>
		<ShortRolloverTextID>43400</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='701' name ='SocketZapotec'>
		<DBID>1079</DBID>
		<DisplayNameID>43436</DisplayNameID>
		<EditorNameID>43437</EditorNameID>
		<SubCiv>Zapotec</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>ui\native_allies\Zapotec</PortraitIcon>
		<RolloverTextID>43435</RolloverTextID>
		<ShortRolloverTextID>43434</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='702' name ='SocketCheyenne'>
		<DBID>1080</DBID>
		<DisplayNameID>43440</DisplayNameID>
		<EditorNameID>43441</EditorNameID>
		<SubCiv>Cheyenne</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>ui\native_allies\Cheyenne</PortraitIcon>
		<RolloverTextID>43439</RolloverTextID>
		<ShortRolloverTextID>43438</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='703' name ='SocketHuron'>
		<DBID>1081</DBID>
		<DisplayNameID>43444</DisplayNameID>
		<EditorNameID>43445</EditorNameID>
		<SubCiv>Huron</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>ui\native_allies\Huron</PortraitIcon>
		<RolloverTextID>43443</RolloverTextID>
		<ShortRolloverTextID>43442</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='704' name ='xpTomahawk'>
		<DBID>1082</DBID>
		<DisplayNameID>43448</DisplayNameID>
		<EditorNameID>43449</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\tomahawk_warrior\tomahawk_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\IRO_tomahawk_icon</Icon>
		<PortraitIcon>ui\units\IRO_tomahawk_portrait</PortraitIcon>
		<RolloverTextID>43447</RolloverTextID>
		<ShortRolloverTextID>43446</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>Tomahawk</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Wood'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='705' name ='xpAenna'>
		<DBID>1083</DBID>
		<DisplayNameID>43455</DisplayNameID>
		<EditorNameID>43456</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\aenna\bow_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\iro_aenna_icon</Icon>
		<PortraitIcon>ui\units\iro_aenna_portrait</PortraitIcon>
		<RolloverTextID>43454</RolloverTextID>
		<ShortRolloverTextID>43453</ShortRolloverTextID>
		<InitialHitpoints>110</InitialHitpoints>
		<MaxHitpoints>110</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<MaxHeight>0</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<MaxHeight>0</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<MaxHeight>0</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='706' name ='xpMusketWarrior'>
		<DBID>1084</DBID>
		<DisplayNameID>43459</DisplayNameID>
		<EditorNameID>43460</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\musket_warrior\musket_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\iro_forrest_runner_icon</Icon>
		<PortraitIcon>ui\units\iro_forrest_runner_portrait</PortraitIcon>
		<RolloverTextID>43458</RolloverTextID>
		<ShortRolloverTextID>43457</ShortRolloverTextID>
		<InitialHitpoints>110</InitialHitpoints>
		<MaxHitpoints>110</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>65</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>Stealthrifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='707' name ='xpHorseman'>
		<DBID>1085</DBID>
		<DisplayNameID>43463</DisplayNameID>
		<EditorNameID>43464</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\axe_rider\axe_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\IRO_horseman_icon</Icon>
		<PortraitIcon>ui\units\IRO_horseman_portrait</PortraitIcon>
		<RolloverTextID>43462</RolloverTextID>
		<ShortRolloverTextID>43461</ShortRolloverTextID>
		<InitialHitpoints>270</InitialHitpoints>
		<MaxHitpoints>270</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>37</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Wood'>75</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>54</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='708' name ='xpMusketRider'>
		<DBID>1086</DBID>
		<DisplayNameID>43467</DisplayNameID>
		<EditorNameID>43468</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\musket_rider\musket_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\iro_musket_rider_icon</Icon>
		<PortraitIcon>ui\units\iro_musket_rider_portrait</PortraitIcon>
		<RolloverTextID>43466</RolloverTextID>
		<ShortRolloverTextID>43465</ShortRolloverTextID>
		<InitialHitpoints>205</InitialHitpoints>
		<MaxHitpoints>205</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>35</TrainPoints>
		<Bounty>16</Bounty>
		<BuildBounty>16</BuildBounty>
		<Cost resourcetype ='Food'>55</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='709' name ='xpRam'>
		<DBID>1087</DBID>
		<DisplayNameID>43471</DisplayNameID>
		<EditorNameID>43472</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\ram\ram.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\iro_ram_icon</Icon>
		<PortraitIcon>ui\units\iro_ram_portrait</PortraitIcon>
		<RolloverTextID>43470</RolloverTextID>
		<ShortRolloverTextID>43469</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>80</Cost>
		<Cost resourcetype ='Wood'>120</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandSiege</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>ram.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>75</Damage>
			<DamageType>Siege</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>38</Damage>
			<DamageType>Siege</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='710' name ='xpMantlet'>
		<DBID>1088</DBID>
		<DisplayNameID>43475</DisplayNameID>
		<EditorNameID>43476</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\natives\iroquois\mantlet\mantlet.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\natives\mantlet_icon</Icon>
		<PortraitIcon>units\natives\mantlet_portrait</PortraitIcon>
		<RolloverTextID>43474</RolloverTextID>
		<ShortRolloverTextID>43473</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>12</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>75</Cost>
		<Cost resourcetype ='Gold'>125</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
			<Projectile>Tomahawk</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='711' name ='xpLightCannon'>
		<DBID>1089</DBID>
		<DisplayNameID>43479</DisplayNameID>
		<EditorNameID>43480</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\iroquois_falconet\iroquois_falconet.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\sx_light_cannon_icon</Icon>
		<PortraitIcon>ui\units\sx_light_cannon_portrait</PortraitIcon>
		<RolloverTextID>43478</RolloverTextID>
		<ShortRolloverTextID>43477</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>36</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>xplightcannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>70</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>32</MaxRange>
			<ROF>6</ROF>
			<DamageCap>140</DamageCap>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>3</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='712' name ='xpIroquoisWarChief'>
		<DBID>1091</DBID>
		<DisplayNameID>43489</DisplayNameID>
		<EditorNameID>43493</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\war_chief\war_chief.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>ui\units\IRO_warchief_icon</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>ui\units\IRO_warchief_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>43488</RolloverTextID>
		<ShortRolloverTextID>43487</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100</Bounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>PetWolf</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>xpwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>75</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>150</DamageCap>
			<DamageBonus type ='Guardian'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='MercType2'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>50</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<Damage>12</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='713' name ='WarHut'>
		<DBID>1092</DBID>
		<DisplayNameID>43492</DisplayNameID>
		<EditorNameID>43651</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_civs\war_hut\war_hut.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>ui\Buildings\war_hut_icon</Icon>
		<PortraitIcon>ui\Buildings\war_hut_portrait</PortraitIcon>
		<RolloverTextID>43491</RolloverTextID>
		<ShortRolloverTextID>43490</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>100</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractBarracks2</UnitType>
		<Train row ='0' page ='0' column ='0'>xpWarBow</Train>
		<Train row ='0' page ='0' column ='1'>xpWarClub</Train>
		<Train row ='0' page ='0' column ='2'>xpWarRifle</Train>
		<Train row ='0' page ='0' column ='0'>xpAenna</Train>
		<Train row ='0' page ='0' column ='2'>xpMusketWarrior</Train>
		<Train row ='0' page ='0' column ='1'>xpTomahawk</Train>
		<Train row ='0' page ='0' column ='0'>xpCoyoteMan</Train>
		<Train row ='0' page ='0' column ='1'>xpMacehualtin</Train>
		<Train row ='0' page ='0' column ='2'>xpPumaMan</Train>
		<Train row ='0' page ='0' column ='0'>xpColonialMilitia</Train>
		<Train row ='0' page ='0' column ='0'>xpSPCColonialMilitia</Train>
		<Train row ='0' page ='0' column ='0'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Skirmisher</Train>
		<Tech row ='0' page ='1' column ='0'>VeteranMusketeers</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteAennas</Tech>
		<Tech row ='0' page ='1' column ='1'>EliteTomahawks</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionTomahawk</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryAennas</Tech>
		<Tech row ='0' page ='1' column ='3'>StrongWarHut</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardColonialMilitia</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryMacehualtins</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardMusketeers</Tech>
		<Tech row ='0' page ='1' column ='3'>MightyWarHut</Tech>
		<Tech row ='0' page ='2' column ='0'>BigWarHutBarometz</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionWarBows</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionWarRifles</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteCoyotemen</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteWarBows</Tech>
		<Tech row ='0' page ='2' column ='0'>BigWarHutLacrosse</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryTomahawks</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionCoyotemen</Tech>
		<Tech row ='0' page ='1' column ='2'>ElitePumaMen</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryCoyoteMen</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryWarClubs</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionMacehualtins</Tech>
		<Tech row ='0' page ='1' column ='1'>EliteWarClubs</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranColonialMilitia</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionWarClubs</Tech>
		<Tech row ='0' page ='1' column ='1'>GuardSkirmishers</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionPumaMen</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryWarBows</Tech>
		<Tech row ='0' page ='1' column ='2'>ImpLegendaryPumaMen</Tech>
		<Tech row ='0' page ='1' column ='2'>ImpLegendaryWarRifles</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionMusketWarriors</Tech>
		<Tech row ='0' page ='1' column ='2'>ImpLegendaryMusketWarriors</Tech>
		<Tech row ='0' page ='2' column ='0'>BigWarHutWarDrums</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionAennas</Tech>
		<Tech row ='0' page ='1' column ='1'>EliteMacehualtins</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypCastleRegicide</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>StartNativeDance</Command>
		<Command page ='1' column ='5'>CancelNativeDance</Command>
		<Command page ='1' column ='5'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>warhut.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='714' name ='Shrine'>
		<DBID>1093</DBID>
		<DisplayNameID>43496</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_civs\medicine_shrine\medicine_shrine.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>ui\Buildings\medicine_shrine</Icon>
		<PortraitIcon>ui\Buildings\medicine_shrine</PortraitIcon>
		<RolloverTextID>43495</RolloverTextID>
		<ShortRolloverTextID>43494</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Train row ='0' page ='0' column ='0'>Priest</Train>
		<Train row ='0' page ='0' column ='0'>Missionary</Train>
		<Train row ='0' page ='0' column ='0'>Imam</Train>
		<Tech row ='0' page ='1' column ='9'>ChurchZweihander</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchQuatrefage</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCPatriots</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchWesternization</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchKopruluViziers</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchThinRedLine</Tech>
		<Tech row ='0' page ='1' column ='8'>UniqueSPCGrandEncampment</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchGardeImperial1</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchGardeImperial2</Tech>
		<Tech row ='0' page ='1' column ='2'>ChurchTownWatch</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchBlackWatch</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCCorsolet</Tech>
		<Tech row ='0' page ='1' column ='9'>UniqueSPCHighCrusade</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCIndianFriendship</Tech>
		<Tech row ='0' page ='1' column ='8'>UniqueSPCTaxBurden</Tech>
		<Tech row ='0' page ='1' column ='1'>Bastion</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchGalataTowerDistrict</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchAbbassidMarket</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchTopkapi</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchRogersRangers</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchWildGeeseSpanish</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchTowerAndSword</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchTanzimat</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchCoffeeTrade</Tech>
		<Tech row ='0' page ='1' column ='5'>ChurchStandingArmy</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchTillysDiscipline</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchTopcuCorps</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchTufanciCorps</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchBestieros</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchKalmucks</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchPetrineReforms</Tech>
		<Tech row ='0' page ='1' column ='3'>ChurchGasLighting</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchMilletSystem</Tech>
		<Tech row ='0' page ='1' column ='9'>UniqueSPCCustomizedMercWeapons</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchEconmediaManor</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchCodeNapoleon</Tech>
		<Tech row ='0' page ='1' column ='6'>ChurchMassCavalry</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchStadholders</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchWallensteinsContracts</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchWaardgelders</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchBashkirPonies</Tech>
		<Tech row ='0' page ='1' column ='4'>ChurchMercantilism</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchCorsolet</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchGardeImperial3</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='715' name ='Corral'>
		<DBID>1095</DBID>
		<DisplayNameID>43502</DisplayNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_civs\corral\corral.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>stable</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>ui\Buildings\corral_icon</Icon>
		<PortraitIcon>ui\Buildings\corral_portrait</PortraitIcon>
		<RolloverTextID>43501</RolloverTextID>
		<ShortRolloverTextID>43500</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>14</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractStables</UnitType>
		<Train row ='0' page ='0' column ='0'>xpHorseman</Train>
		<Train row ='0' page ='0' column ='1'>xpMusketRider</Train>
		<Train row ='0' page ='0' column ='0'>xpAxeRider</Train>
		<Train row ='0' page ='0' column ='0'>Hussar</Train>
		<Train row ='0' page ='0' column ='1'>Dragoon</Train>
		<Train row ='0' page ='0' column ='1'>xpBowRider</Train>
		<Train row ='0' page ='0' column ='3'>xpCoupRider</Train>
		<Train row ='0' page ='0' column ='2'>xpRifleRider</Train>
		<Tech row ='0' page ='1' column ='1'>GuardDragoons</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardHussars</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranHussars</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionHorsemen</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryHorsemen</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteHorsemen</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionMusketRiders</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCoupRiders</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryAxeRiders</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryMusketRiders</Tech>
		<Tech row ='0' page ='1' column ='2'>ImpLegendaryRifleRiders</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryBowRider</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionBowRider</Tech>
		<Tech row ='0' page ='2' column ='0'>BigCorralBonepipeArmor</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryCoupRiders</Tech>
		<Tech row ='0' page ='2' column ='0'>BigCorralHorseSecrets</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionAxeRiders</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteAxeRiders</Tech>
		<Tech row ='0' page ='1' column ='1'>EliteBowRider</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionRifleRiders</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='716' name ='Farm'>
		<DBID>1096</DBID>
		<DisplayNameID>43505</DisplayNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_civs\farm\farm.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>ui\Buildings\farm_icon</Icon>
		<PortraitIcon>ui\Buildings\farm_portrait</PortraitIcon>
		<RolloverTextID>43504</RolloverTextID>
		<ShortRolloverTextID>43503</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>160</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>400</Cost>
		<CarryCapacity resourcetype ='Food'>100</CarryCapacity>
		<InitialResource resourcetype ='Food'>999</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>10</GathererLimit>
		<BuilderLimit>10</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Resource</UnitType>
		<Train row ='0' page ='0' column ='0'>Sheep</Train>
		<Tech row ='0' page ='2' column ='0'>BigFarmHorsemanship</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLargeScaleGathering</Tech>
		<Tech row ='0' page ='2' column ='0'>BigFarmCinteotl</Tech>
		<Tech row ='0' page ='1' column ='0'>HarvestCeremony</Tech>
		<Tech row ='0' page ='1' column ='0'>GreatFeast</Tech>
		<Tech row ='0' page ='1' column ='0'>GreenCornCeremony</Tech>
		<Tech row ='0' page ='2' column ='0'>BigFarmStrawberry</Tech>
		<Tech row ='0' page ='1' column ='1'>SelectiveBreeding</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Tactics>farm.tactics</Tactics>
	</Unit>
	<Unit id ='717' name ='xpWarCanoe'>
		<DBID>1097</DBID>
		<DisplayNameID>43509</DisplayNameID>
		<EditorNameID>43510</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>9</MaxVelocity>
		<MaxRunVelocity>11</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\war_canoe\war_canoe.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>ui\units\az_war_canoe_icon</Icon>
		<PortraitIcon>ui\units\az_war_canoe_portrait</PortraitIcon>
		<RolloverTextID>43508</RolloverTextID>
		<ShortRolloverTextID>43507</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>25</Bounty>
		<BuildBounty>25</BuildBounty>
		<Cost resourcetype ='Wood'>150</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>canoe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractFish'>0.220000</Rate>
			<Rate type ='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>3</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='718' name ='Tipi'>
		<DBID>1100</DBID>
		<DisplayNameID>43669</DisplayNameID>
		<EditorNameID>43670</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\house\native_settlement\tipi.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>ui\Buildings\house_icon</Icon>
		<PortraitIcon>ui\Buildings\house_portrait</PortraitIcon>
		<RolloverTextID>43668</RolloverTextID>
		<ShortRolloverTextID>43667</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='719' name ='TreeRedwood'>
		<DBID>1101</DBID>
		<DisplayNameID>43673</DisplayNameID>
		<EditorNameID>43674</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_redwood.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>43672</RolloverTextID>
		<ShortRolloverTextID>43671</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='720' name ='Longhouse'>
		<DBID>1102</DBID>
		<DisplayNameID>43677</DisplayNameID>
		<EditorNameID>43678</EditorNameID>
		<PopulationCapAddition>15</PopulationCapAddition>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_civs\house\house_iro.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>ui\buildings\iro_house_icon</Icon>
		<PortraitIcon>ui\buildings\iro_house_portrait</PortraitIcon>
		<RolloverTextID>43676</RolloverTextID>
		<ShortRolloverTextID>43675</ShortRolloverTextID>
		<InitialHitpoints>1800</InitialHitpoints>
		<MaxHitpoints>1800</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>10</BuildPoints>
		<BuildLimit>14</BuildLimit>
		<Bounty>50</Bounty>
		<BuildBounty>25</BuildBounty>
		<Cost resourcetype ='Wood'>125</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Tech row ='0' page ='4' column ='0'>Caracole</Tech>
		<Tech row ='0' page ='5' column ='0'>GunnersQuadrant</Tech>
		<Tech row ='0' page ='2' column ='0'>BigLonghouseWoodlandDwellers</Tech>
		<Tech row ='0' page ='4' column ='1'>CavalryCuirass</Tech>
		<Tech row ='0' page ='5' column ='1'>HeatedShot</Tech>
		<Tech row ='0' page ='1' column ='0'>InfantryBreastplate</Tech>
		<Tech row ='0' page ='1' column ='1'>Rifling</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>longhouse.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='721' name ='SettlerNative'>
		<DBID>1103</DBID>
		<DisplayNameID>43687</DisplayNameID>
		<EditorNameID>43688</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\villagers\villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\native_villager_icon</Icon>
		<PortraitIcon>ui\units\native_villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>43686</RolloverTextID>
		<ShortRolloverTextID>43685</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>TownCenter</Train>
		<Train row ='0' page ='6' column ='15'>TownCenter</Train>
		<Train row ='0' page ='6' column ='16'>Plantation</Train>
		<Train row ='0' page ='6' column ='16'>Plantation</Train>
		<Train row ='0' page ='6' column ='17'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>Capitol</Train>
		<Train row ='0' page ='6' column ='19'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='2'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort5</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='FirePit'>1</Rate>
			<Rate type ='House'>1</Rate>
			<Rate type ='Church'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='FirePit'>0.1</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.340000</Rate>
			<Rate type ='ypGroveBuilding'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='722' name ='NatLightningWarrior'>
		<DBID>1104</DBID>
		<DisplayNameID>43756</DisplayNameID>
		<EditorNameID>43757</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Zapotec</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\ally\zapotec_lightning_warrior\zapotec_lightning_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_zapotec_lightning_warrior_icon</Icon>
		<PortraitIcon>ui\units\az_zapotec_lightning_warrior_portrait</PortraitIcon>
		<RolloverTextID>43755</RolloverTextID>
		<ShortRolloverTextID>43754</ShortRolloverTextID>
		<InitialHitpoints>210</InitialHitpoints>
		<MaxHitpoints>210</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='723' name ='WarHutTravois'>
		<DBID>1105</DBID>
		<DisplayNameID>43817</DisplayNameID>
		<EditorNameID>43818</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\indian_travois\native_travois.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>43816</RolloverTextID>
		<ShortRolloverTextID>43815</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='6' column ='0'>WarHut</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='WarHut'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='724' name ='FarmTravois'>
		<DBID>1106</DBID>
		<DisplayNameID>43821</DisplayNameID>
		<EditorNameID>43822</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\indian_travois\native_travois.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>43820</RolloverTextID>
		<ShortRolloverTextID>43819</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='6' column ='0'>Farm</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Blockhouse'>2</Rate>
			<Rate type ='Outpost'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='725' name ='xpMedicineMan'>
		<DBID>1107</DBID>
		<DisplayNameID>43829</DisplayNameID>
		<EditorNameID>43830</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\priest\priest.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\iro_priest_icon</Icon>
		<PortraitIcon>ui\units\iro_priest_portrait</PortraitIcon>
		<RolloverTextID>43828</RolloverTextID>
		<ShortRolloverTextID>43827</ShortRolloverTextID>
		<InitialHitpoints>360</InitialHitpoints>
		<MaxHitpoints>360</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>10</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='726' name ='MercenaryHut'>
		<DBID>1108</DBID>
		<DisplayNameID>43833</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\barracks\barracks.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\barracks\barracks_icon</Icon>
		<PortraitIcon>buildings\barracks\barracks_portraits</PortraitIcon>
		<RolloverTextID>43832</RolloverTextID>
		<ShortRolloverTextID>43831</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>50</Bounty>
		<BuildBounty>25</BuildBounty>
		<Cost resourcetype ='Wood'>500</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>MercBarbaryCorsair</Train>
		<Train row ='0' page ='0' column ='1'>MercHighlander</Train>
		<Train row ='0' page ='0' column ='2'>MercJaeger</Train>
		<Train row ='0' page ='0' column ='3'>MercLandsknecht</Train>
		<Train row ='0' page ='0' column ='4'>MercRonin</Train>
		<Train row ='0' page ='0' column ='5'>MercSwissPikeman</Train>
		<Train row ='0' page ='0' column ='7'>MercBlackRider</Train>
		<Train row ='0' page ='0' column ='8'>MercHackapell</Train>
		<Train row ='0' page ='0' column ='9'>MercMameluke</Train>
		<Train row ='0' page ='0' column ='10'>MercManchu</Train>
		<Train row ='0' page ='0' column ='11'>MercStradiot</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id ='727' name ='TreeMadrone'>
		<DBID>1109</DBID>
		<DisplayNameID>43836</DisplayNameID>
		<EditorNameID>43837</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_madrone.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>43835</RolloverTextID>
		<ShortRolloverTextID>43834</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='728' name ='TreePuya'>
		<DBID>1110</DBID>
		<DisplayNameID>43840</DisplayNameID>
		<EditorNameID>43841</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_puya.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>43839</RolloverTextID>
		<ShortRolloverTextID>43838</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='729' name ='MineCopper'>
		<DBID>1111</DBID>
		<DisplayNameID>43844</DisplayNameID>
		<EditorNameID>43845</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\gold_mine\copper_mine.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>43843</RolloverTextID>
		<ShortRolloverTextID>43842</ShortRolloverTextID>
		<LOS>18</LOS>
		<InitialResource resourcetype ='Gold'>2000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='0.8900' blue ='0.2500' green ='0.7000'></MinimapColor>
		<GathererLimit>20</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>MinedResource</UnitType>
		<UnitType>AbstractMine</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='730' name ='NatKlamathRifleman'>
		<DBID>1112</DBID>
		<DisplayNameID>43849</DisplayNameID>
		<EditorNameID>43850</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Klamath</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\ally\klamath\klamath_rifleman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\klamath_rifleman_icon</Icon>
		<PortraitIcon>ui\units\klamath_rifleman_portrait</PortraitIcon>
		<RolloverTextID>43848</RolloverTextID>
		<ShortRolloverTextID>43847</ShortRolloverTextID>
		<InitialHitpoints>230</InitialHitpoints>
		<MaxHitpoints>230</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='731' name ='MercElmeti'>
		<DBID>1113</DBID>
		<DisplayNameID>43853</DisplayNameID>
		<EditorNameID>43854</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\elmeti\elmeti_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\Units\elmeti_icon</Icon>
		<PortraitIcon>ui\Units\elmeti_portrait</PortraitIcon>
		<RolloverTextID>43852</RolloverTextID>
		<ShortRolloverTextID>43851</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>27</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>39</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='732' name ='NatCheyenneRider'>
		<DBID>1114</DBID>
		<DisplayNameID>43857</DisplayNameID>
		<EditorNameID>43858</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Cheyenne</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\ally\cheyenne\cheyenne_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\cheyenne_cav_icon</Icon>
		<PortraitIcon>ui\units\cheyenne_cav_portrait</PortraitIcon>
		<RolloverTextID>43856</RolloverTextID>
		<ShortRolloverTextID>43855</ShortRolloverTextID>
		<InitialHitpoints>320</InitialHitpoints>
		<MaxHitpoints>320</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>110</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>21</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>21</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>42</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='733' name ='NatHuronMantlet'>
		<DBID>1115</DBID>
		<DisplayNameID>43870</DisplayNameID>
		<EditorNameID>43871</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Huron</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\natives\ally\huron_mantlet\huron_mantlet.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>ui\units\huron_mantlet_icon</Icon>
		<PortraitIcon>ui\units\huron_mantlet_portrait</PortraitIcon>
		<RolloverTextID>43869</RolloverTextID>
		<ShortRolloverTextID>43868</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>12</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Wood'>50</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
			<Projectile>Tomahawk</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='734' name ='MercNinja'>
		<DBID>1116</DBID>
		<DisplayNameID>43874</DisplayNameID>
		<EditorNameID>43875</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\ninja\ninja.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\ninja_icon</Icon>
		<PortraitIcon>ui\units\ninja_portrait</PortraitIcon>
		<RolloverTextID>43873</RolloverTextID>
		<ShortRolloverTextID>43872</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<ScoreValue>40</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>ninja.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='Hero'>10</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='Hero'>10</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='Hero'>10</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='735' name ='NatApacheCavalry'>
		<DBID>1118</DBID>
		<DisplayNameID>43882</DisplayNameID>
		<EditorNameID>43883</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Apache</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\ally\apache_cavalry\apache_cavalry_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\apache_cavalry_icon</Icon>
		<PortraitIcon>ui\units\apache_cavalry_portrait</PortraitIcon>
		<RolloverTextID>43881</RolloverTextID>
		<ShortRolloverTextID>43880</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>90</Cost>
		<Cost resourcetype ='Gold'>90</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>22</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='736' name ='NatNavajoRifleman'>
		<DBID>1119</DBID>
		<DisplayNameID>43886</DisplayNameID>
		<EditorNameID>43887</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Navajo</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\ally\navajo_rifleman\navajo_rifleman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\navajo_rifleman_icon</Icon>
		<PortraitIcon>ui\units\navajo_rifleman_portrait</PortraitIcon>
		<RolloverTextID>43885</RolloverTextID>
		<ShortRolloverTextID>43884</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>stealthrifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>11</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>11</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>11</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='737' name ='Seal'>
		<DBID>1120</DBID>
		<DisplayNameID>43890</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\seal_crabeater\seal_crabeater.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\alligator\alligator_icon_64x64</Icon>
		<PortraitIcon>units\animals\bison\bison_icon_portrait</PortraitIcon>
		<RolloverTextID>43889</RolloverTextID>
		<ShortRolloverTextID>43888</ShortRolloverTextID>
		<InitialHitpoints>30</InitialHitpoints>
		<MaxHitpoints>30</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractShrine'>0.080000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='738' name ='xpWarClub'>
		<DBID>1121</DBID>
		<DisplayNameID>43893</DisplayNameID>
		<EditorNameID>43894</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\club_warrior\club_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\sx_warclub_icon</Icon>
		<PortraitIcon>ui\units\sx_warclub_portrait</PortraitIcon>
		<RolloverTextID>43892</RolloverTextID>
		<ShortRolloverTextID>43891</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>29</TrainPoints>
		<Bounty>9</Bounty>
		<BuildBounty>9</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>27</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='739' name ='xpWarBow'>
		<DBID>1122</DBID>
		<DisplayNameID>43897</DisplayNameID>
		<EditorNameID>43898</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\bow_warrior\bow_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\sx_warbow_icon</Icon>
		<PortraitIcon>ui\units\sx_warbow_portrait</PortraitIcon>
		<RolloverTextID>43896</RolloverTextID>
		<ShortRolloverTextID>43895</ShortRolloverTextID>
		<InitialHitpoints>90</InitialHitpoints>
		<MaxHitpoints>90</MaxHitpoints>
		<LOS>22</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>65</Cost>
		<Cost resourcetype ='Wood'>35</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='740' name ='TreeKapok'>
		<DBID>1123</DBID>
		<DisplayNameID>43903</DisplayNameID>
		<EditorNameID>43904</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_kapok.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>43902</RolloverTextID>
		<ShortRolloverTextID>43901</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='741' name ='xpLakotaWarchief'>
		<DBID>1124</DBID>
		<DisplayNameID>43953</DisplayNameID>
		<EditorNameID>43954</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8.1000</MaxVelocity>
		<MaxRunVelocity>10.1000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\war_chief\war_chief_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>ui\units\sx_warchief_icon</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>ui\units\sx_warchief_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>43952</RolloverTextID>
		<ShortRolloverTextID>43951</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100</Bounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<RechargeTime>10</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='2'>PetCoyote</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>xpsiouxwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
			<Rate type ='WarHut'>1</Rate>
			<Rate type ='ArtilleryDepot'>1</Rate>
			<Rate type ='Corral'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>60</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>50</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>50</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>100</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='MercType2'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='742' name ='xpRifleRider'>
		<DBID>1125</DBID>
		<DisplayNameID>43957</DisplayNameID>
		<EditorNameID>43958</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\rifle_rider\rifle_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\sx_rifle_rider_icon</Icon>
		<PortraitIcon>ui\units\sx_rifle_rider_portrait</PortraitIcon>
		<RolloverTextID>43956</RolloverTextID>
		<ShortRolloverTextID>43955</ShortRolloverTextID>
		<InitialHitpoints>205</InitialHitpoints>
		<MaxHitpoints>205</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42</TrainPoints>
		<Bounty>22</Bounty>
		<BuildBounty>22</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>6</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='Ship'>6</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>6</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>6</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='Ship'>6</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='743' name ='FirePit'>
		<DBID>1126</DBID>
		<DisplayNameID>43965</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_civs\dance_pit\dance_pit_lit.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>firepit.xml</PlacementFile>
		<Icon>ui\Buildings\Fire_Pit_icon</Icon>
		<PortraitIcon>ui\Buildings\fire_pit_portrait</PortraitIcon>
		<RolloverTextID>43964</RolloverTextID>
		<ShortRolloverTextID>43963</ShortRolloverTextID>
		<InitialHitpoints>1500</InitialHitpoints>
		<MaxHitpoints>1500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>25</GathererLimit>
		<BuilderLimit>10</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFirePit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Tech row ='0' page ='2' column ='0'>BigFirepitSecretSociety</Tech>
		<Tech row ='0' page ='2' column ='0'>BigFirepitBattleAnger</Tech>
		<Tech row ='0' page ='2' column ='0'>BigFirepitFounder</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='0'>Tactic14</Command>
		<Command page ='9' column ='2'>Tactic16</Command>
		<Command page ='9' column ='3'>Tactic17</Command>
		<Command page ='9' column ='4'>Tactic18</Command>
		<Command page ='9' column ='1'>Tactic19</Command>
		<Command page ='9' column ='2'>Tactic15</Command>
		<Command page ='9' column ='3'>Tactic26</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='6'>Tactic32</Command>
		<Command page ='9' column ='3'>Tactic30</Command>
		<Command page ='9' column ='3'>Tactic31</Command>
		<Command page ='9' column ='5'>Tactic28</Command>
		<Command page ='9' column ='6'>Tactic27</Command>
		<Command page ='9' column ='10'>Tactic25</Command>
		<Command page ='9' column ='10'>Tactic24</Command>
		<Command page ='9' column ='8'>Tactic23</Command>
		<Command page ='9' column ='7'>Tactic22</Command>
		<Command page ='9' column ='9'>Tactic21</Command>
		<Command page ='9' column ='10'>Tactic20</Command>
		<Tactics>firepit.tactics</Tactics>
	</Unit>
	<Unit id ='744' name ='xpCoyoteMan'>
		<DBID>1127</DBID>
		<DisplayNameID>43972</DisplayNameID>
		<EditorNameID>43973</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\coyote_man\coyote_man.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_coyote_man_icon</Icon>
		<PortraitIcon>ui\units\az_coyote_man_portrait</PortraitIcon>
		<RolloverTextID>43971</RolloverTextID>
		<ShortRolloverTextID>43970</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>31</TrainPoints>
		<Bounty>11</Bounty>
		<BuildBounty>11</BuildBounty>
		<Cost resourcetype ='Food'>85</Cost>
		<Cost resourcetype ='Wood'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCoyoteMan</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>11</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>6</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='745' name ='xpMacehualtin'>
		<DBID>1128</DBID>
		<DisplayNameID>43976</DisplayNameID>
		<EditorNameID>43977</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\macehuatlin\macehuatlin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_macehuatlin_icon</Icon>
		<PortraitIcon>ui\units\az_macehuatlin_portrait</PortraitIcon>
		<RolloverTextID>43975</RolloverTextID>
		<ShortRolloverTextID>43974</ShortRolloverTextID>
		<InitialHitpoints>80</InitialHitpoints>
		<MaxHitpoints>80</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>26</TrainPoints>
		<Bounty>7</Bounty>
		<BuildBounty>7</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>7</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<MaxHeight>0</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<MaxHeight>0</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<MaxHeight>0</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='746' name ='xpWarRifle'>
		<DBID>1129</DBID>
		<DisplayNameID>43998</DisplayNameID>
		<EditorNameID>43999</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\war_rifle\war_rifle.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\sx_warrifle_icon</Icon>
		<PortraitIcon>ui\units\sx_warrifle_portrait</PortraitIcon>
		<RolloverTextID>43997</RolloverTextID>
		<ShortRolloverTextID>43996</ShortRolloverTextID>
		<InitialHitpoints>85</InitialHitpoints>
		<MaxHitpoints>85</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29</TrainPoints>
		<Bounty>9</Bounty>
		<BuildBounty>9</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Gold'>30</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='747' name ='TreePolyepis'>
		<DBID>1130</DBID>
		<DisplayNameID>44002</DisplayNameID>
		<EditorNameID>44003</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_polyepis.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>44001</RolloverTextID>
		<ShortRolloverTextID>44000</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='748' name ='SPCXPNathaniel'>
		<DBID>1131</DBID>
		<DisplayNameID>44006</DisplayNameID>
		<EditorNameID>44007</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\nate_black\spc_nate_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\nate_black\nate_black_portrait</Icon>
		<PortraitIcon>units\spc\nate_black\nate_black_portrait</PortraitIcon>
		<RolloverTextID>44008</RolloverTextID>
		<ShortRolloverTextID>44004</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Train row ='0' page ='6' column ='1'>SPCXPCampfire</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>nathaniel.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Outpost'>2.500000</Rate>
			<Rate type ='TradingPost'>5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>100</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>200</DamageCap>
			<DamageArea>3</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HawkeyeAttack</Name>
			<Damage>750</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>35</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='749' name ='TreeAndes'>
		<DBID>1132</DBID>
		<DisplayNameID>44012</DisplayNameID>
		<EditorNameID>44013</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_andes.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>44011</RolloverTextID>
		<ShortRolloverTextID>44010</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='750' name ='xpTlalocCanoe'>
		<DBID>1133</DBID>
		<DisplayNameID>44047</DisplayNameID>
		<EditorNameID>44048</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>9</MaxVelocity>
		<MaxRunVelocity>11</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\tlaloc_canoe\tlaloc_canoe.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>ui\units\tlaloc_canoe_icon</Icon>
		<PortraitIcon>ui\units\tlaloc_canoe_portrait</PortraitIcon>
		<RolloverTextID>44046</RolloverTextID>
		<ShortRolloverTextID>44045</ShortRolloverTextID>
		<InitialHitpoints>750</InitialHitpoints>
		<MaxHitpoints>750</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>400</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>canoe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractFish'>0.220000</Rate>
			<Type>Gather</Type>
			<Rate type ='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>2</ROF>
			<DamageCap>80</DamageCap>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='751' name ='TreeJuniper'>
		<DBID>1134</DBID>
		<DisplayNameID>44065</DisplayNameID>
		<EditorNameID>44066</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_juniper.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>44064</RolloverTextID>
		<ShortRolloverTextID>44063</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='752' name ='TreePonderosaPine'>
		<DBID>1135</DBID>
		<DisplayNameID>44120</DisplayNameID>
		<EditorNameID>44121</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_ponderosapine.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>44119</RolloverTextID>
		<ShortRolloverTextID>44118</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='753' name ='TreePinonPine'>
		<DBID>1136</DBID>
		<DisplayNameID>44124</DisplayNameID>
		<EditorNameID>44125</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_pinonpine.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>44123</RolloverTextID>
		<ShortRolloverTextID>44122</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='754' name ='NoblesHut'>
		<DBID>1138</DBID>
		<DisplayNameID>44136</DisplayNameID>
		<EditorNameID>44137</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_civs\nobles_hut\nobles_hut.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>ui\Buildings\nobles_hut_icon</Icon>
		<PortraitIcon>ui\Buildings\nobles_hut_portrait</PortraitIcon>
		<RolloverTextID>44135</RolloverTextID>
		<ShortRolloverTextID>44134</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>40</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>120</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractFoundry</UnitType>
		<UnitType>AbstractStables</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='0' column ='0'>xpArrowKnight</Train>
		<Train row ='0' page ='0' column ='1'>xpEagleKnight</Train>
		<Train row ='0' page ='0' column ='2'>xpJaguarKnight</Train>
		<Tech row ='0' page ='1' column ='2'>ImpLegendaryJaguarKnights</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryArrowKnights</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionEagleKnight</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryEagleKnights</Tech>
		<Tech row ='0' page ='1' column ='3'>VeteranHussars</Tech>
		<Tech row ='0' page ='1' column ='3'>ImperialHussars</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionArrowKnight</Tech>
		<Tech row ='0' page ='2' column ='0'>BigNoblesHutWarSong</Tech>
		<Tech row ='0' page ='1' column ='3'>GuardHussars</Tech>
		<Tech row ='0' page ='1' column ='4'>StrongNoblesHut</Tech>
		<Tech row ='0' page ='1' column ='4'>MightyNoblesHut</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionJaguarKnight</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='1' column ='5'>StartNativeDance</Command>
		<Command page ='1' column ='5'>CancelNativeDance</Command>
		<Tactics>nobleshut.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='755' name ='xpEagleKnight'>
		<DBID>1139</DBID>
		<DisplayNameID>44140</DisplayNameID>
		<EditorNameID>44141</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\eagle_knight\eagle_knight.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_eagle_knight_icon</Icon>
		<PortraitIcon>ui\units\az_eagle_knight_portrait</PortraitIcon>
		<RolloverTextID>44139</RolloverTextID>
		<ShortRolloverTextID>44138</ShortRolloverTextID>
		<InitialHitpoints>180</InitialHitpoints>
		<MaxHitpoints>180</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>37</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='756' name ='xpJaguarKnight'>
		<DBID>1140</DBID>
		<DisplayNameID>44144</DisplayNameID>
		<EditorNameID>44145</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\jaguar_knight\jaguar_knight.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_jaguar_warrior_icon</Icon>
		<PortraitIcon>ui\units\az_jaguar_warrior_portrait</PortraitIcon>
		<RolloverTextID>44143</RolloverTextID>
		<ShortRolloverTextID>44142</ShortRolloverTextID>
		<InitialHitpoints>230</InitialHitpoints>
		<MaxHitpoints>230</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>37</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>30</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>ninja.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='757' name ='xpArrowKnight'>
		<DBID>1141</DBID>
		<DisplayNameID>44148</DisplayNameID>
		<EditorNameID>44149</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.7500</MaxVelocity>
		<MaxRunVelocity>5.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\arrow_knight\arrow_knight.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_arrow_knight_icon</Icon>
		<PortraitIcon>ui\units\az_arrow_knight_portrait</PortraitIcon>
		<RolloverTextID>44147</RolloverTextID>
		<ShortRolloverTextID>44146</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34</TrainPoints>
		<Bounty>13</Bounty>
		<BuildBounty>13</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>arrowknight.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Ship'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='758' name ='xpPumaMan'>
		<DBID>1142</DBID>
		<DisplayNameID>44152</DisplayNameID>
		<EditorNameID>44153</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\puma_lord\puma_lord.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_puma_man_icon</Icon>
		<PortraitIcon>ui\units\az_puma_man_portrait</PortraitIcon>
		<RolloverTextID>44151</RolloverTextID>
		<ShortRolloverTextID>44150</ShortRolloverTextID>
		<InitialHitpoints>135</InitialHitpoints>
		<MaxHitpoints>135</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>50</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>48</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='759' name ='xpSkullKnight'>
		<DBID>1143</DBID>
		<DisplayNameID>44156</DisplayNameID>
		<EditorNameID>44157</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\aztec\skull_knight\skull_knight.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_skull_knight_icon</Icon>
		<PortraitIcon>ui\units\az_skull_knight_portrait</PortraitIcon>
		<RolloverTextID>44155</RolloverTextID>
		<ShortRolloverTextID>44154</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype ='Gold'>250.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>skullknight.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>72.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>96.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='760' name ='xpAztecWarchief'>
		<DBID>1144</DBID>
		<DisplayNameID>44160</DisplayNameID>
		<EditorNameID>44161</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\war_chief\az_war_chief.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>ui\units\az_warchief_portrait</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>ui\units\az_warchief_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>44159</RolloverTextID>
		<ShortRolloverTextID>44158</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100</Bounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='2'>PetJaguar</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>xpaztecwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
			<Rate type ='WarHut'>1</Rate>
			<Rate type ='ArtilleryDepot'>1</Rate>
			<Rate type ='Corral'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>8</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>60</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>120</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='MercType2'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='761' name ='MineTin'>
		<DBID>1145</DBID>
		<DisplayNameID>44164</DisplayNameID>
		<EditorNameID>44165</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\gold_mine\silver_mine.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>44163</RolloverTextID>
		<ShortRolloverTextID>44162</ShortRolloverTextID>
		<LOS>18</LOS>
		<InitialResource resourcetype ='Gold'>1500</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='0.8900' blue ='0.2500' green ='0.7000'></MinimapColor>
		<GathererLimit>20</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>MinedResource</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='762' name ='NoblesHutTravois'>
		<DBID>1146</DBID>
		<DisplayNameID>44296</DisplayNameID>
		<EditorNameID>44297</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\indian_travois\native_travois.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\az_travois_icon</Icon>
		<PortraitIcon>ui\units\az_travois_portrait</PortraitIcon>
		<RolloverTextID>44295</RolloverTextID>
		<ShortRolloverTextID>44294</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Train row ='0' page ='6' column ='0'>NoblesHut</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='NoblesHut'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='763' name ='MercFusilier'>
		<DBID>1147</DBID>
		<DisplayNameID>44368</DisplayNameID>
		<EditorNameID>44369</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\fusilier\fusilier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\fusilier_icon</Icon>
		<PortraitIcon>ui\units\fusilier_portrait</PortraitIcon>
		<RolloverTextID>44367</RolloverTextID>
		<ShortRolloverTextID>44366</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<ScoreValue>20</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>70</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>70</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>70</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='764' name ='xpColonialMilitia'>
		<DBID>1148</DBID>
		<DisplayNameID>44372</DisplayNameID>
		<EditorNameID>44373</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\colonial_militia\colonial_militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\colonial_militia_icon</Icon>
		<PortraitIcon>ui\units\colonial_militia_portrait</PortraitIcon>
		<RolloverTextID>44371</RolloverTextID>
		<ShortRolloverTextID>44370</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>24</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>24</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>24</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='765' name ='TreePaintedDesert'>
		<DBID>1150</DBID>
		<DisplayNameID>44422</DisplayNameID>
		<EditorNameID>44423</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_grandcanyonbase.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>44421</RolloverTextID>
		<ShortRolloverTextID>44420</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='766' name ='xpAxeRider'>
		<DBID>1151</DBID>
		<DisplayNameID>44426</DisplayNameID>
		<EditorNameID>44427</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\axe_rider\axe_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\sx_axe_rider_icon</Icon>
		<PortraitIcon>ui\units\sx_axe_rider_portrait</PortraitIcon>
		<RolloverTextID>44425</RolloverTextID>
		<ShortRolloverTextID>44424</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>160</Cost>
		<Cost resourcetype ='Gold'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>54</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='767' name ='xpDogSoldier'>
		<DBID>1152</DBID>
		<DisplayNameID>44430</DisplayNameID>
		<EditorNameID>44431</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\dogsoldier_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\sx_dog_soldier_icon</Icon>
		<PortraitIcon>ui\units\sx_dog_soldier_portrait</PortraitIcon>
		<RolloverTextID>44429</RolloverTextID>
		<ShortRolloverTextID>44428</ShortRolloverTextID>
		<InitialHitpoints>550</InitialHitpoints>
		<MaxHitpoints>550</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>55</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>84</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='768' name ='xpCoupRider'>
		<DBID>1153</DBID>
		<DisplayNameID>44434</DisplayNameID>
		<EditorNameID>44435</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\coup_rider\coup_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\coup_rider_icon</Icon>
		<PortraitIcon>ui\units\coup_rider_portrait</PortraitIcon>
		<RolloverTextID>44433</RolloverTextID>
		<ShortRolloverTextID>44432</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>43</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>23</Bounty>
		<BuildBounty>23</BuildBounty>
		<Cost resourcetype ='Food'>150</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>coupRider.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>30</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>80</DamageCap>
			<DamageArea>4</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='769' name ='Guanaco'>
		<DBID>1154</DBID>
		<DisplayNameID>44493</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\guanaco\guanaco.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>ui\units\guanaco_icon</Icon>
		<PortraitIcon>ui\units\guanaco_portrait</PortraitIcon>
		<RolloverTextID>44492</RolloverTextID>
		<ShortRolloverTextID>44491</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='770' name ='TreeNorthwestTerritory'>
		<DBID>1155</DBID>
		<DisplayNameID>44570</DisplayNameID>
		<EditorNameID>44571</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_newspruce_nwt.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>44569</RolloverTextID>
		<ShortRolloverTextID>44568</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='771' name ='NuggetHuariStronghold'>
		<DBID>1161</DBID>
		<DisplayNameID>44846</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\treasure\treasure.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='772' name ='xpPetard'>
		<DBID>1162</DBID>
		<DisplayNameID>45003</DisplayNameID>
		<EditorNameID>45004</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\artillery\petard\petard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\Units\petard_icon</Icon>
		<PortraitIcon>ui\Units\petard_portrait</PortraitIcon>
		<RolloverTextID>45002</RolloverTextID>
		<ShortRolloverTextID>45001</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandSiege</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>petard.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>1600</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>800</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='773' name ='NatMapucheClubman'>
		<DBID>1164</DBID>
		<DisplayNameID>45012</DisplayNameID>
		<EditorNameID>45013</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Mapuche</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\ally\mapuche\mapuche_clubman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\mapuche_clubman_icon</Icon>
		<PortraitIcon>ui\units\mapuche_clubman_portrait</PortraitIcon>
		<RolloverTextID>45011</RolloverTextID>
		<ShortRolloverTextID>45010</ShortRolloverTextID>
		<InitialHitpoints>165</InitialHitpoints>
		<MaxHitpoints>165</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>85</Cost>
		<Cost resourcetype ='Wood'>15</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='774' name ='xpGatlingGun'>
		<DBID>1165</DBID>
		<DisplayNameID>45211</DisplayNameID>
		<EditorNameID>45212</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\artillery\gatling_gun\gatling_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\organ_gun\organ_gun_icon_64x64</Icon>
		<PortraitIcon>units\artillery\organ_gun\organ_gun_portrait</PortraitIcon>
		<RolloverTextID>45210</RolloverTextID>
		<ShortRolloverTextID>45209</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>organGun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>4</ROF>
			<DamageCap>60</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='Ship'>0.5</DamageBonus>
			<DamageBonus type ='Building'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='775' name ='SPCXPKuechler'>
		<DBID>1166</DBID>
		<DisplayNameID>45215</DisplayNameID>
		<EditorNameID>45216</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\sven\spc_sven.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\sven\sven_portrait</Icon>
		<PortraitIcon>units\spc\sven\sven_portrait</PortraitIcon>
		<RolloverTextID>45214</RolloverTextID>
		<ShortRolloverTextID>45213</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>Hero</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>500</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='776' name ='SPCXPChayton'>
		<DBID>1167</DBID>
		<DisplayNameID>45228</DisplayNameID>
		<EditorNameID>45229</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\chayton\spc_chayton_white.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\chayton\chayton_portrait</Icon>
		<PortraitIcon>units\spc\chayton\chayton_portrait</PortraitIcon>
		<RolloverTextID>45230</RolloverTextID>
		<ShortRolloverTextID>45226</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>chayton.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Outpost'>2.500000</Rate>
			<Rate type ='TradingPost'>5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>100</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>200</DamageCap>
			<DamageArea>3</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HawkeyeAttack</Name>
			<Damage>750</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='777' name ='SPCXPHolme'>
		<DBID>1168</DBID>
		<DisplayNameID>45233</DisplayNameID>
		<EditorNameID>45234</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\sheriff_holmes\spc_sheriff_holmes.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\sheriff_holmes\holme_portrait</Icon>
		<PortraitIcon>units\spc\sheriff_holmes\holme_portrait</PortraitIcon>
		<RolloverTextID>45232</RolloverTextID>
		<ShortRolloverTextID>45231</ShortRolloverTextID>
		<InitialHitpoints>900</InitialHitpoints>
		<MaxHitpoints>900</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Train row ='0' page ='0' column ='0'>SaloonOutlawRifleman</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='778' name ='SPCXPCampfire'>
		<DBID>1172</DBID>
		<DisplayNameID>45347</DisplayNameID>
		<EditorNameID>45348</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\signal_fire\spcx_signal_fire_lit.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<PortraitIcon>ui\command\generate_wood_icon</PortraitIcon>
		<RolloverTextID>45349</RolloverTextID>
		<ShortRolloverTextID>45350</ShortRolloverTextID>
		<BuildPoints>30</BuildPoints>
		<BuildLimit>2</BuildLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='779' name ='SPCXPAmmoStorehouse'>
		<DBID>1173</DBID>
		<DisplayNameID>45353</DisplayNameID>
		<EditorNameID>45354</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\weapons_cache\spc_weapons_cache.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\weapons_cache\weapons_cache_portrait</Icon>
		<PortraitIcon>buildings\spc\weapons_cache\weapons_cache_portrait</PortraitIcon>
		<RolloverTextID>45352</RolloverTextID>
		<ShortRolloverTextID>45351</ShortRolloverTextID>
		<InitialHitpoints>1500</InitialHitpoints>
		<MaxHitpoints>1500</MaxHitpoints>
		<LOS>14</LOS>
		<Bounty>70</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='780' name ='SocketApache'>
		<DBID>1174</DBID>
		<DisplayNameID>45436</DisplayNameID>
		<EditorNameID>45437</EditorNameID>
		<SubCiv>Apache</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>ui\native_allies\Apache</PortraitIcon>
		<RolloverTextID>45435</RolloverTextID>
		<ShortRolloverTextID>45434</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='781' name ='SocketKlamath'>
		<DBID>1175</DBID>
		<DisplayNameID>45440</DisplayNameID>
		<EditorNameID>45441</EditorNameID>
		<SubCiv>Klamath</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>ui\native_allies\Klamath</PortraitIcon>
		<RolloverTextID>45439</RolloverTextID>
		<ShortRolloverTextID>45438</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='782' name ='SocketMapuche'>
		<DBID>1176</DBID>
		<DisplayNameID>45444</DisplayNameID>
		<EditorNameID>45445</EditorNameID>
		<SubCiv>Mapuche</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>ui\native_allies\Mapuche</PortraitIcon>
		<RolloverTextID>45443</RolloverTextID>
		<ShortRolloverTextID>45442</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='783' name ='SocketNavajo'>
		<DBID>1177</DBID>
		<DisplayNameID>45448</DisplayNameID>
		<EditorNameID>45449</EditorNameID>
		<SubCiv>Navajo</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>ui\native_allies\Navajo</PortraitIcon>
		<RolloverTextID>45447</RolloverTextID>
		<ShortRolloverTextID>45446</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='784' name ='SPCXPFixedGun'>
		<DBID>1178</DBID>
		<DisplayNameID>45452</DisplayNameID>
		<EditorNameID>45453</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>buildings\spc\fixed_gun\fixed_gun_ruins.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\fixed_gun\fixed_gun_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>buildings\spc\fixed_gun\fixed_gun_portrait</PortraitIcon>
		<RolloverTextID>45451</RolloverTextID>
		<ShortRolloverTextID>45450</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>75</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>100</Bounty>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Tactics>SPCFixedGun.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>600</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>10</MinRange>
			<MaxRange>60</MaxRange>
			<ROF>7</ROF>
			<Active>1</Active>
			<DamageArea>6</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>10</MinRange>
			<MaxRange>60</MaxRange>
			<ROF>7</ROF>
			<Active>1</Active>
			<DamageArea>6</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
			<MinRange>10</MinRange>
			<DamageBonus type ='Building'>1.250000</DamageBonus>
			<Active>1</Active>
			<DamageArea>6</DamageArea>
		</ProtoAction>
	</Unit>
	<Unit id ='785' name ='IGCXPKuechler'>
		<DBID>1179</DBID>
		<DisplayNameID>45464</DisplayNameID>
		<EditorNameID>45465</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\sven\igc_sven.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\delgado\delgado_icon_64x64</Icon>
		<PortraitIcon>units\spc\delgado\delgado_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='786' name ='IGCXPNathaniel'>
		<DBID>1180</DBID>
		<DisplayNameID>45475</DisplayNameID>
		<EditorNameID>45589</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\nate_black\igc_nate_black.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\john_black\john_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\john_black\john_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='787' name ='xpSPCColonialMilitia'>
		<DBID>1181</DBID>
		<DisplayNameID>45487</DisplayNameID>
		<EditorNameID>45488</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\colonial_militia\colonial_militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\colonial_militia_icon</Icon>
		<PortraitIcon>ui\units\colonial_militia_portrait</PortraitIcon>
		<RolloverTextID>45486</RolloverTextID>
		<ShortRolloverTextID>45485</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>65</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='788' name ='BloodFactory'>
		<DBID>1182</DBID>
		<DisplayNameID>45491</DisplayNameID>
		<PopulationCapAddition>100</PopulationCapAddition>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\factory\factory.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\factory\shared_factory_icon</Icon>
		<PortraitIcon>buildings\factory\shared_factory_portrait</PortraitIcon>
		<RolloverTextID>45490</RolloverTextID>
		<ShortRolloverTextID>45489</ShortRolloverTextID>
		<InitialHitpoints>15000</InitialHitpoints>
		<MaxHitpoints>15000</MaxHitpoints>
		<LOS>20</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>240</Bounty>
		<BuildBounty>0</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='2'>FactorySteamPower</Tech>
		<Tech row ='0' page ='1' column ='1'>FactoryWaterPower</Tech>
		<Tech row ='0' page ='1' column ='3'>FactoryMassProduction</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialBombard</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialRocket</Tech>
		<Tech row ='0' page ='1' column ='0'>FactoryCannery</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialCannon</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='9' column ='2'>Tactic13</Command>
		<Command page ='9' column ='0'>Tactic14</Command>
		<Command page ='9' column ='1'>Tactic15</Command>
		<Tactics>bloodfactory.tactics</Tactics>
	</Unit>
	<Unit id ='789' name ='BloodArsenal'>
		<DBID>1183</DBID>
		<DisplayNameID>45500</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\arsenal\arsenal.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\arsenal\arsenal_icon</Icon>
		<PortraitIcon>buildings\arsenal\arsenal_portrait</PortraitIcon>
		<RolloverTextID>45499</RolloverTextID>
		<ShortRolloverTextID>45498</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>100</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='2' column ='0'>BloodSpeed</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='790' name ='TESTFactory'>
		<DBID>1184</DBID>
		<DisplayNameID>45505</DisplayNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\factory\factory.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\factory\shared_factory_icon</Icon>
		<PortraitIcon>buildings\factory\shared_factory_portrait</PortraitIcon>
		<RolloverTextID>45504</RolloverTextID>
		<ShortRolloverTextID>45503</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>240</Bounty>
		<BuildBounty>0</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='2'>FactorySteamPower</Tech>
		<Tech row ='0' page ='1' column ='1'>FactoryWaterPower</Tech>
		<Tech row ='0' page ='1' column ='3'>FactoryMassProduction</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialBombard</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialRocket</Tech>
		<Tech row ='0' page ='1' column ='0'>FactoryCannery</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialCannon</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='3'>Tactic13</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='0'>Tactic11</Command>
		<Command page ='9' column ='1'>Tactic12</Command>
		<Command page ='9' column ='2'>Tactic10</Command>
		<Tactics>factory.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>5.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>5.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>5.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='791' name ='IGCXPNativeNathaniel'>
		<DBID>1185</DBID>
		<DisplayNameID>45506</DisplayNameID>
		<EditorNameID>45507</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\nate_black\igc_nate_black_duster.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\john_black\john_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\john_black\john_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='792' name ='IGCXPMilitia'>
		<DBID>1186</DBID>
		<DisplayNameID>45508</DisplayNameID>
		<EditorNameID>45509</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\musketeer\igc_musketeer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\musketeer\musketeer_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
	</Unit>
	<Unit id ='793' name ='IGCXPChayton'>
		<DBID>1187</DBID>
		<DisplayNameID>45510</DisplayNameID>
		<EditorNameID>45511</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\chayton\igc_chayton_white.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\john_black\john_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\john_black\john_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='794' name ='IGCXPNativeChayton'>
		<DBID>1188</DBID>
		<DisplayNameID>45512</DisplayNameID>
		<EditorNameID>45513</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\chayton\igc_chayton.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\john_black\john_black_icon_64x64</Icon>
		<PortraitIcon>units\spc\john_black\john_black_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='795' name ='xpPropFalconet'>
		<DBID>1190</DBID>
		<DisplayNameID>45611</DisplayNameID>
		<EditorNameID>45612</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\falconet\falconet.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\falconet\falconet_icon_64x64</Icon>
		<PortraitIcon>units\artillery\falconet\falconet_portrait</PortraitIcon>
		<RolloverTextID>45613</RolloverTextID>
		<ShortRolloverTextID>45609</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<TrainPoints>45</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
	</Unit>
	<Unit id ='796' name ='xpPropMortar'>
		<DBID>1191</DBID>
		<DisplayNameID>45616</DisplayNameID>
		<EditorNameID>45617</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\mortar\mortar.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\mortar\mortar_icon_64x64</Icon>
		<PortraitIcon>units\artillery\mortar\mortar_portrait</PortraitIcon>
		<RolloverTextID>45615</RolloverTextID>
		<ShortRolloverTextID>45614</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<TrainPoints>45</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
	</Unit>
	<Unit id ='797' name ='xpPropHeavyCannon'>
		<DBID>1192</DBID>
		<DisplayNameID>45620</DisplayNameID>
		<EditorNameID>45622</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\cannon\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\cannon\cannon_icon_64</Icon>
		<PortraitIcon>units\artillery\cannon\cannon_portrait</PortraitIcon>
		<RolloverTextID>45619</RolloverTextID>
		<ShortRolloverTextID>45618</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<TrainPoints>45</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
	</Unit>
	<Unit id ='798' name ='xpPropRocket'>
		<DBID>1193</DBID>
		<DisplayNameID>45625</DisplayNameID>
		<EditorNameID>45626</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\rocket\rocket.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\rocket\rocket_icon</Icon>
		<PortraitIcon>units\artillery\rocket\rocket_portrait</PortraitIcon>
		<RolloverTextID>45624</RolloverTextID>
		<ShortRolloverTextID>45623</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<TrainPoints>45</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
	</Unit>
	<Unit id ='799' name ='Embassy'>
		<DBID>1195</DBID>
		<DisplayNameID>45726</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\barracks\barracks.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>ui\buildings\native_embassy_icon</Icon>
		<PortraitIcon>ui\buildings\native_embassy_portrait</PortraitIcon>
		<RolloverTextID>45725</RolloverTextID>
		<ShortRolloverTextID>45727</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>50</Bounty>
		<BuildBounty>25</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>NatApacheCavalry</Train>
		<Train row ='0' page ='0' column ='3'>NatBlackwoodArcher</Train>
		<Train row ='0' page ='0' column ='5'>NatBlowgunWarrior</Train>
		<Train row ='0' page ='0' column ='6'>NatBolasWarrior</Train>
		<Train row ='0' page ='0' column ='7'>NatCheyenneRider</Train>
		<Train row ='0' page ='0' column ='8'>NatClubman</Train>
		<Train row ='0' page ='0' column ='11'>NatHolcanSpearman</Train>
		<Train row ='0' page ='0' column ='12'>NatHorseArcher</Train>
		<Train row ='0' page ='0' column ='13'>NatHuaminca</Train>
		<Train row ='0' page ='0' column ='14'>NatHuronMantlet</Train>
		<Train row ='0' page ='0' column ='16'>NatKlamathRifleman</Train>
		<Train row ='0' page ='0' column ='17'>NatLightningWarrior</Train>
		<Train row ='0' page ='0' column ='19'>NatMapucheClubman</Train>
		<Train row ='0' page ='0' column ='21'>NatNavajoRifleman</Train>
		<Train row ='0' page ='0' column ='22'>NatRifleman</Train>
		<Train row ='0' page ='0' column ='23'>NatSharktoothBowman</Train>
		<Train row ='0' page ='0' column ='25'>NatTracker</Train>
		<Train row ='0' page ='0' column ='27'>ypNatChakram</Train>
		<Train row ='0' page ='0' column ='28'>ypNatConquistador</Train>
		<Train row ='0' page ='0' column ='30'>ypNatRattanShield</Train>
		<Train row ='0' page ='0' column ='31'>ypNatSohei</Train>
		<Train row ='0' page ='0' column ='32'>ypNatTigerClaw</Train>
		<Train row ='0' page ='0' column ='29'>ypNatWarElephant</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id ='800' name ='TreeNewEnglandSnow'>
		<DBID>1196</DBID>
		<DisplayNameID>45801</DisplayNameID>
		<EditorNameID>45802</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_nesnow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>45800</RolloverTextID>
		<ShortRolloverTextID>45799</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='801' name ='SPCXPFlatBoat'>
		<DBID>1199</DBID>
		<DisplayNameID>45810</DisplayNameID>
		<EditorNameID>45811</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>12</TurnRate>
		<AnimFile>objects\flt_boat\flt_boat.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\flt_boat_portrait</Icon>
		<PortraitIcon>ui\units\flt_boat_portrait</PortraitIcon>
		<RolloverTextID>45812</RolloverTextID>
		<ShortRolloverTextID>45808</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='802' name ='SPCXPBarn'>
		<DBID>1202</DBID>
		<DisplayNameID>45818</DisplayNameID>
		<EditorNameID>45819</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\ne_barn\ne_barn.xml</AnimFile>
		<Icon>ui\buildings\barn_portrait</Icon>
		<PortraitIcon>ui\buildings\barn_portrait</PortraitIcon>
		<RolloverTextID>45935</RolloverTextID>
		<ShortRolloverTextID>45936</ShortRolloverTextID>
		<InitialHitpoints>1315</InitialHitpoints>
		<MaxHitpoints>1315</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NotCommandable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='803' name ='xpBuilder'>
		<DBID>1203</DBID>
		<DisplayNameID>45822</DisplayNameID>
		<EditorNameID>45823</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\indian_travois\native_travois.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>45824</RolloverTextID>
		<ShortRolloverTextID>45820</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>8</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>30</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Wood'>150</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Train row ='0' page ='6' column ='6'>WarHut</Train>
		<Train row ='0' page ='6' column ='6'>WarHut</Train>
		<Train row ='0' page ='6' column ='10'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='11'>Corral</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='0'>Longhouse</Train>
		<Train row ='0' page ='6' column ='5'>Plantation</Train>
		<Train row ='0' page ='6' column ='4'>Farm</Train>
		<Train row ='0' page ='6' column ='4'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Market</Train>
		<Train row ='0' page ='6' column ='2'>Dock</Train>
		<Train row ='0' page ='6' column ='1'>FirePit</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativebuilder.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name></ProtoAction>
	</Unit>
	<Unit id ='804' name ='TreeAraucania'>
		<DBID>1204</DBID>
		<DisplayNameID>45827</DisplayNameID>
		<EditorNameID>45828</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_araucania.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>45826</RolloverTextID>
		<ShortRolloverTextID>45825</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='805' name ='xpBuilderWar'>
		<DBID>1205</DBID>
		<DisplayNameID>45878</DisplayNameID>
		<EditorNameID>45879</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\indian_travois\native_travois.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>45877</RolloverTextID>
		<ShortRolloverTextID>45876</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>8</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>60</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='10'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='11'>Corral</Train>
		<Train row ='0' page ='6' column ='10'>WarHut</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Blockhouse'>2</Rate>
			<Rate type ='Outpost'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='806' name ='SPCXPBaker'>
		<DBID>1206</DBID>
		<DisplayNameID>45933</DisplayNameID>
		<EditorNameID>45934</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\bakery\bakery.xml</AnimFile>
		<Icon>ui\buildings\baker_portrait</Icon>
		<PortraitIcon>ui\buildings\baker_portrait</PortraitIcon>
		<RolloverTextID>45937</RolloverTextID>
		<ShortRolloverTextID>45938</ShortRolloverTextID>
		<InitialHitpoints>1315</InitialHitpoints>
		<MaxHitpoints>1315</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Train row ='0' page ='0' column ='0'>SPCXPWagonFood</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='807' name ='SPCXPVFSoldier'>
		<DBID>1207</DBID>
		<DisplayNameID>45941</DisplayNameID>
		<EditorNameID>45942</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\colonial_militia\valleyforge.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\colonial_militia_icon</Icon>
		<PortraitIcon>ui\units\colonial_militia_portrait</PortraitIcon>
		<RolloverTextID>45940</RolloverTextID>
		<ShortRolloverTextID>45939</ShortRolloverTextID>
		<InitialHitpoints>180</InitialHitpoints>
		<MaxHitpoints>180</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29</TrainPoints>
		<BuildLimit>80</BuildLimit>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='6' column ='0'>SPCXPVFHut</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCXPvfsoldier.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>0.620000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>2</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='Guardian'>1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='808' name ='SPCXPVFHut'>
		<DBID>1208</DBID>
		<DisplayNameID>45945</DisplayNameID>
		<EditorNameID>45946</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\house\house_west.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>45944</RolloverTextID>
		<ShortRolloverTextID>45943</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>10</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>75</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='809' name ='SPCXPWagonFood'>
		<DBID>1209</DBID>
		<DisplayNameID>45949</DisplayNameID>
		<EditorNameID>45950</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_food_spcxp.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>45948</RolloverTextID>
		<ShortRolloverTextID>45947</ShortRolloverTextID>
		<LOS>22</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>5</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>50</Bounty>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCXPFoodCart.tactics</Tactics>
	</Unit>
	<Unit id ='810' name ='SPCXPMiningCamp'>
		<DBID>1210</DBID>
		<DisplayNameID>45993</DisplayNameID>
		<EditorNameID>45994</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\mining_camp\miningcamp.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\tents\largetent_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<PortraitIcon>buildings\spc\tents\largetent_portrait</PortraitIcon>
		<RolloverTextID>45992</RolloverTextID>
		<ShortRolloverTextID>45991</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>15</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>160</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>400</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Train row ='0' page ='0' column ='0'>Surgeon</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>AbstractHeavyInfantry</Contain>
		<Contain>AbstractLightInfantry</Contain>
		<Contain>AbstractCavalry</Contain>
		<Contain>AbstractArtillery</Contain>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='811' name ='xpWarrior'>
		<DBID>1211</DBID>
		<DisplayNameID>46033</DisplayNameID>
		<EditorNameID>46034</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\alarm_warrior\alarm_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\warrior_portrait</Icon>
		<PortraitIcon>ui\units\warrior_portrait</PortraitIcon>
		<RolloverTextID>46032</RolloverTextID>
		<ShortRolloverTextID>46031</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>2</TrainPoints>
		<BuildLimit>6</BuildLimit>
		<Cost resourcetype ='Food'>75</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>LifespanUnit</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='812' name ='SPCXPWaterfall'>
		<DBID>1213</DBID>
		<DisplayNameID>46065</DisplayNameID>
		<EditorNameID>46066</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>objects\spc_waterfall\spc_waterfall.xml</AnimFile>
		<PhysicsInfo>spc_fountainofyouth</PhysicsInfo>
		<Icon>buildings\spc\fountain_of_youth\fountain_youth_portrait</Icon>
		<PortraitIcon>buildings\spc\fountain_of_youth\fountain_youth_portrait</PortraitIcon>
		<RolloverTextID>46064</RolloverTextID>
		<ShortRolloverTextID>46063</ShortRolloverTextID>
		<InitialHitpoints>60000</InitialHitpoints>
		<MaxHitpoints>60000</MaxHitpoints>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='813' name ='Saloon'>
		<DBID>1215</DBID>
		<DisplayNameID>46097</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\saloon\saloon.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>ui\buildings\saloon_icon</Icon>
		<PortraitIcon>ui\buildings\saloon_portrait</PortraitIcon>
		<RolloverTextID>46096</RolloverTextID>
		<ShortRolloverTextID>46095</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Train row ='0' page ='0' column ='0'>SaloonOutlawPistol</Train>
		<Train row ='0' page ='0' column ='1'>SaloonOutlawRider</Train>
		<Train row ='0' page ='0' column ='2'>SaloonOutlawRifleman</Train>
		<Train row ='0' page ='0' column ='3'>SaloonPirate</Train>
		<Train row ='0' page ='0' column ='23'>MercBarbaryCorsair</Train>
		<Train row ='0' page ='0' column ='22'>MercBlackRider</Train>
		<Train row ='0' page ='0' column ='21'>MercElmeti</Train>
		<Train row ='0' page ='0' column ='10'>MercFusilier</Train>
		<Train row ='0' page ='0' column ='24'>MercGreatCannon</Train>
		<Train row ='0' page ='0' column ='17'>MercHackapell</Train>
		<Train row ='0' page ='0' column ='16'>MercHighlander</Train>
		<Train row ='0' page ='0' column ='13'>MercJaeger</Train>
		<Train row ='0' page ='0' column ='15'>MercLandsknecht</Train>
		<Train row ='0' page ='0' column ='19'>MercMameluke</Train>
		<Train row ='0' page ='0' column ='20'>MercManchu</Train>
		<Train row ='0' page ='0' column ='18'>MercNinja</Train>
		<Train row ='0' page ='0' column ='12'>MercRonin</Train>
		<Train row ='0' page ='0' column ='14'>MercStradiot</Train>
		<Train row ='0' page ='0' column ='11'>MercSwissPikeman</Train>
		<Train row ='0' page ='0' column ='4'>ypDacoit</Train>
		<Train row ='0' page ='0' column ='24'>ypMercIronTroop</Train>
		<Train row ='0' page ='0' column ='27'>ypMercArsonist</Train>
		<Train row ='0' page ='0' column ='26'>ypMercJatLancer</Train>
		<Train row ='0' page ='0' column ='25'>ypMercYojimbo</Train>
		<Train row ='0' page ='0' column ='5'>ypThuggee</Train>
		<Train row ='0' page ='0' column ='9'>ypWokouBlindMonk</Train>
		<Train row ='0' page ='0' column ='6'>ypWokouPirate</Train>
		<Train row ='0' page ='0' column ='7'>ypWokouWanderingHorseman</Train>
		<Train row ='0' page ='0' column ='8'>ypWokouWaywardRonin</Train>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>HeroName2</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id ='814' name ='SaloonOutlawPistol'>
		<DBID>1216</DBID>
		<DisplayNameID>46118</DisplayNameID>
		<EditorNameID>46119</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\outlaws\outlaw_pistol.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>nuggets\outlaw_kidnap\outlaw_icon_64x64</Icon>
		<PortraitIcon>nuggets\outlaw_kidnap\outlaw_icon_portrait</PortraitIcon>
		<RolloverTextID>46117</RolloverTextID>
		<ShortRolloverTextID>46116</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>16</Bounty>
		<BuildBounty>16</BuildBounty>
		<Cost resourcetype ='Gold'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='815' name ='SaloonOutlawRider'>
		<DBID>1217</DBID>
		<DisplayNameID>46122</DisplayNameID>
		<EditorNameID>46123</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\outlaws\outlaw_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\spc\outlaws\outlaw_rider_icon_64x64</Icon>
		<PortraitIcon>units\spc\outlaws\outlaw_rider_portrait</PortraitIcon>
		<RolloverTextID>46121</RolloverTextID>
		<ShortRolloverTextID>46120</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>16</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Gold'>120</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='816' name ='SaloonOutlawRifleman'>
		<DBID>1218</DBID>
		<DisplayNameID>46126</DisplayNameID>
		<EditorNameID>46127</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\outlaws\outlaw_shotgun.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\outlaws\outlaw_shotgun_icon</Icon>
		<PortraitIcon>units\spc\outlaws\outlaw_shotgun_portrait</PortraitIcon>
		<RolloverTextID>46125</RolloverTextID>
		<ShortRolloverTextID>46124</ShortRolloverTextID>
		<InitialHitpoints>110</InitialHitpoints>
		<MaxHitpoints>110</MaxHitpoints>
		<LOS>22</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Gold'>90</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='817' name ='SaloonPirate'>
		<DBID>1219</DBID>
		<DisplayNameID>46130</DisplayNameID>
		<EditorNameID>46131</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\pirates\pirates.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\pirates\pirate_icon</Icon>
		<PortraitIcon>units\spc\pirates\pirate_portrait</PortraitIcon>
		<RolloverTextID>46129</RolloverTextID>
		<ShortRolloverTextID>46128</ShortRolloverTextID>
		<InitialHitpoints>175</InitialHitpoints>
		<MaxHitpoints>175</MaxHitpoints>
		<LOS>12</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonPirate.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>4</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>4</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='818' name ='SPCXPJeffWagonFood'>
		<DBID>1221</DBID>
		<DisplayNameID>46151</DisplayNameID>
		<EditorNameID>46152</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_food.xml</AnimFile>
		<DeadReplacement>CrateofFoodLarge</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>46150</RolloverTextID>
		<ShortRolloverTextID>46149</ShortRolloverTextID>
		<InitialHitpoints>450</InitialHitpoints>
		<MaxHitpoints>450</MaxHitpoints>
		<LOS>22</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>5</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>50</Bounty>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCXPFoodCart.tactics</Tactics>
	</Unit>
	<Unit id ='819' name ='SPCXPJeffWagonWood'>
		<DBID>1222</DBID>
		<DisplayNameID>46155</DisplayNameID>
		<EditorNameID>46156</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_wood.xml</AnimFile>
		<DeadReplacement>CrateofWoodLarge</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>46154</RolloverTextID>
		<ShortRolloverTextID>46153</ShortRolloverTextID>
		<InitialHitpoints>450</InitialHitpoints>
		<MaxHitpoints>450</MaxHitpoints>
		<LOS>22</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>5</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>50</Bounty>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCXPFoodCart.tactics</Tactics>
	</Unit>
	<Unit id ='820' name ='SPCXPJeffWagonCoin'>
		<DBID>1223</DBID>
		<DisplayNameID>46159</DisplayNameID>
		<EditorNameID>46160</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_gold.xml</AnimFile>
		<DeadReplacement>CrateofCoinLarge</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>46158</RolloverTextID>
		<ShortRolloverTextID>46157</ShortRolloverTextID>
		<InitialHitpoints>450</InitialHitpoints>
		<MaxHitpoints>450</MaxHitpoints>
		<LOS>22</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>5</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>50</Bounty>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCXPFoodCart.tactics</Tactics>
	</Unit>
	<Unit id ='821' name ='IGCHolme'>
		<DBID>1224</DBID>
		<DisplayNameID>46201</DisplayNameID>
		<EditorNameID>46202</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\sheriff_holmes\igc_sheriff_holmes.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\major_cooper\major_cooper_icon_64x64</Icon>
		<PortraitIcon>units\spc\major_cooper\major_cooper_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='822' name ='SPCXPFortWagon'>
		<DBID>1225</DBID>
		<DisplayNameID>46220</DisplayNameID>
		<EditorNameID>46221</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_fort.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\fort_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\fort_wagon_portrait</PortraitIcon>
		<RolloverTextID>46219</RolloverTextID>
		<ShortRolloverTextID>46218</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<Cost resourcetype ='Food'>1000</Cost>
		<Cost resourcetype ='Wood'>1000</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Train row ='0' page ='6' column ='0'>FortFrontier</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='FortFrontier'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='823' name ='HuariStrongholdAndes'>
		<DBID>1226</DBID>
		<DisplayNameID>46230</DisplayNameID>
		<EditorNameID>46231</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\inca_outpost\spc_inca_outpost.xml</AnimFile>
		<DeadReplacement>CrateofCoinLarge</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>tower</PhysicsInfo>
		<Icon>buildings\spc\inca_outpost\inca_outpost_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\inca_outpost\inca_outpost_portrait</PortraitIcon>
		<RolloverTextID>46229</RolloverTextID>
		<ShortRolloverTextID>46228</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Aggressive</InitialUnitAIStance>
		<Bounty>90</Bounty>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<Armor type ='Siege' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>huaristronghold.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>32</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>24</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='824' name ='Teepee'>
		<DBID>1228</DBID>
		<DisplayNameID>46289</DisplayNameID>
		<EditorNameID>46290</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_civs\tepee\tepee.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>ui\buildings\teepee_icon</Icon>
		<PortraitIcon>ui\buildings\teepee_portriat</PortraitIcon>
		<RolloverTextID>46288</RolloverTextID>
		<ShortRolloverTextID>46287</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='2' column ='0'>InfantryBreastplate</Tech>
		<Tech row ='0' page ='4' column ='1'>Caracole</Tech>
		<Tech row ='0' page ='4' column ='0'>CavalryCuirass</Tech>
		<Tech row ='0' page ='4' column ='2'>Pillage</Tech>
		<Tech row ='0' page ='2' column ='1'>Rifling</Tech>
		<Tech row ='0' page ='2' column ='0'>BigHouseCoatlicue</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>teepee.tactics</Tactics>
	</Unit>
	<Unit id ='825' name ='SPCXPCrazyHorse'>
		<DBID>1229</DBID>
		<DisplayNameID>46294</DisplayNameID>
		<EditorNameID>46295</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8.1000</MaxVelocity>
		<MaxRunVelocity>10.1000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\crazy_horse\spc_crazy_horse_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\crazy_horse\crazy_horse_portrait</Icon>
		<PortraitIcon>units\spc\crazy_horse\crazy_horse_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>46293</RolloverTextID>
		<ShortRolloverTextID>46292</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100</Bounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<RechargeTime>10</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>xpsiouxwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>5</Rate>
			<Rate type ='TownCenter'>2</Rate>
			<Rate type ='WarHut'>2</Rate>
			<Rate type ='ArtilleryDepot'>2</Rate>
			<Rate type ='Corral'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>60</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>50</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>50</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>100</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='826' name ='SPCXPBoatBridge'>
		<DBID>1230</DBID>
		<DisplayNameID>46298</DisplayNameID>
		<EditorNameID>46299</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>objects\boatbridge\boatbridge.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\flt_boat_bridge_portrait</Icon>
		<PortraitIcon>ui\units\flt_boat_bridge_portrait</PortraitIcon>
		<RolloverTextID>46297</RolloverTextID>
		<ShortRolloverTextID>46296</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>14</LOS>
		<Bounty>150</Bounty>
		<Decay delay ='60.0000' duration ='60.0000'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='827' name ='xpBowRider'>
		<DBID>1231</DBID>
		<DisplayNameID>46302</DisplayNameID>
		<EditorNameID>46303</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\bow_rider\bow_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\sx_bow_rider_icon</Icon>
		<PortraitIcon>ui\units\sx_bow_rider_portrait</PortraitIcon>
		<RolloverTextID>46301</RolloverTextID>
		<ShortRolloverTextID>46300</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4.500000</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='828' name ='SPCXPBoatBridgeEnd'>
		<DBID>1232</DBID>
		<DisplayNameID>46306</DisplayNameID>
		<EditorNameID>46307</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>objects\boatbridge\boatbridge_end.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\flt_boat_bridge_portrait</Icon>
		<PortraitIcon>ui\units\flt_boat_bridge_portrait</PortraitIcon>
		<RolloverTextID>46305</RolloverTextID>
		<ShortRolloverTextID>46304</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>14</LOS>
		<Bounty>150</Bounty>
		<Decay delay ='60.0000' duration ='60.0000'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='829' name ='xpSpy'>
		<DBID>1233</DBID>
		<DisplayNameID>46322</DisplayNameID>
		<EditorNameID>46323</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spy\spy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\spy_icon</Icon>
		<PortraitIcon>ui\units\spy_portrait</PortraitIcon>
		<RolloverTextID>46321</RolloverTextID>
		<ShortRolloverTextID>46320</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>28</LOS>
		<AutoAttackRange>20</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>125</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>spy.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='Hero'>20</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>4</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='Hero'>20</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>4</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='Hero'>20</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>4</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='830' name ='IGCKanyenkeXP'>
		<DBID>1234</DBID>
		<DisplayNameID>46324</DisplayNameID>
		<EditorNameID>46325</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\kanyenke_x\igc_kanyenke_xp.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke_x\kanyenke_portrait</Icon>
		<PortraitIcon>units\spc\kanyenke_x\kanyenke_portrait</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id ='831' name ='IGCNonahkeeXP'>
		<DBID>1235</DBID>
		<DisplayNameID>46326</DisplayNameID>
		<EditorNameID>46327</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\nonahkee_x\igc_nonahkee_xp.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\nonahkee\nonahkee_icon_64x64</Icon>
		<PortraitIcon>units\spc\nonahkee\nonahkee_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='832' name ='xpMedicineManAztec'>
		<DBID>1236</DBID>
		<DisplayNameID>46330</DisplayNameID>
		<EditorNameID>46331</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\priest\priest.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_priest_icon</Icon>
		<PortraitIcon>ui\units\az_priest_portrait</PortraitIcon>
		<RolloverTextID>46329</RolloverTextID>
		<ShortRolloverTextID>46328</ShortRolloverTextID>
		<InitialHitpoints>360</InitialHitpoints>
		<MaxHitpoints>360</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>ExcludeFromMoveAllMilitary</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>aztecpriest.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='FirePit'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>10</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='833' name ='MercGreatCannon'>
		<DBID>1237</DBID>
		<DisplayNameID>46341</DisplayNameID>
		<EditorNameID>46342</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.5000</MaxVelocity>
		<MaxRunVelocity>4.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\spc\russian_cannon\russian_cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\spc\russian_cannon\russian_cannon_icon_64</Icon>
		<PortraitIcon>units\spc\russian_cannon\russian_cannon_icon_portrait</PortraitIcon>
		<RolloverTextID>46340</RolloverTextID>
		<ShortRolloverTextID>46339</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>90</TrainPoints>
		<Bounty>120</Bounty>
		<BuildBounty>120</BuildBounty>
		<Cost resourcetype ='Gold'>1200</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>spcrussiancannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>4</ROF>
			<DamageCap>800</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>RussianGreatCannonBall</Projectile>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='834' name ='SPCXPRailroadWorker'>
		<DBID>1238</DBID>
		<DisplayNameID>46469</DisplayNameID>
		<EditorNameID>46470</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\miner\miner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\miner\miner_icon</Icon>
		<PortraitIcon>units\spc\miner\miner_portrait</PortraitIcon>
		<RolloverTextID>46468</RolloverTextID>
		<ShortRolloverTextID>46467</ShortRolloverTextID>
		<InitialHitpoints>270</InitialHitpoints>
		<MaxHitpoints>270</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Train row ='0' page ='0' column ='0'>RockBridgeRight</Train>
		<Train row ='0' page ='0' column ='1'>RockBridgeLeft</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>miner.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='RockBridgeLeft'>1</Rate>
			<Rate type ='RockBridgeRight'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>6</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractMine'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>6</ROF>
			<DamageCap>120</DamageCap>
			<DamageArea>5</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
		</ProtoAction>
	</Unit>
	<Unit id ='835' name ='IGCXPCuster'>
		<DBID>1239</DBID>
		<DisplayNameID>46515</DisplayNameID>
		<EditorNameID>46516</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\custer\igc_custer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\alain\alain_igc_icon</Icon>
		<PortraitIcon>units\spc\alain\alain_igc_portrait</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='836' name ='SPCXPChiefBullBear'>
		<DBID>1240</DBID>
		<DisplayNameID>46529</DisplayNameID>
		<EditorNameID>46530</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\war_chief\war_chief_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\dog_soldier_icon</Icon>
		<PortraitIcon>units\natives\dog_soldier_portrait</PortraitIcon>
		<RolloverTextID>46528</RolloverTextID>
		<ShortRolloverTextID>46527</ShortRolloverTextID>
		<InitialHitpoints>475</InitialHitpoints>
		<MaxHitpoints>475</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>xpsiouxwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='837' name ='SPCXPChiefTwoMoon'>
		<DBID>1241</DBID>
		<DisplayNameID>46533</DisplayNameID>
		<EditorNameID>46534</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\war_chief\war_chief.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>ui\units\IRO_warchief_icon</Icon>
		<PortraitIcon>ui\units\IRO_warchief_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>46532</RolloverTextID>
		<ShortRolloverTextID>46531</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100</Bounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>PetWolf</Train>
		<Tech row ='0' page ='1' column ='0'>XPFAKEGreatHeart</Tech>
		<Flag>KnockoutDeath</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>xpwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>5</Rate>
			<Rate type ='TownCenter'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>75</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>150</DamageCap>
			<DamageArea>3</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>50</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<Damage>12</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='838' name ='SPCXPChiefBraveWolf'>
		<DBID>1242</DBID>
		<DisplayNameID>46537</DisplayNameID>
		<EditorNameID>46538</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8.1000</MaxVelocity>
		<MaxRunVelocity>10.1000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\war_chief\war_chief_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>ui\units\sx_warchief_icon</Icon>
		<PortraitIcon>ui\units\sx_warchief_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>46536</RolloverTextID>
		<ShortRolloverTextID>46535</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100</Bounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<RechargeTime>10</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>xpsiouxwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>5</Rate>
			<Rate type ='TownCenter'>2</Rate>
			<Rate type ='WarHut'>2</Rate>
			<Rate type ='ArtilleryDepot'>2</Rate>
			<Rate type ='Corral'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>60</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>50</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>50</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>100</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='839' name ='xpIronclad'>
		<DBID>1243</DBID>
		<DisplayNameID>46594</DisplayNameID>
		<EditorNameID>46595</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\ironclad\ironclad.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>ui\units\ironclad_icon</Icon>
		<PortraitIcon>ui\units\ironclad_portrait</PortraitIcon>
		<RolloverTextID>46593</RolloverTextID>
		<ShortRolloverTextID>46592</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100</Bounty>
		<BuildBounty>100</BuildBounty>
		<Cost resourcetype ='Wood'>500</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>Ironclad.tactics</Tactics>
		<ProtoAction>
			<Name>LongRangeAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>80</MaxRange>
			<ROF>0.5</ROF>
			<DamageCap>400</DamageCap>
			<DamageBonus type ='Building'>5</DamageBonus>
			<DamageArea>6</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>115</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>2</ROF>
			<DamageCap>230</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='840' name ='IGCHolme2'>
		<DBID>1244</DBID>
		<DisplayNameID>46597</DisplayNameID>
		<EditorNameID>46598</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\sheriff_holmes\igc_sheriff_holmes_backwards.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\major_cooper\major_cooper_icon_64x64</Icon>
		<PortraitIcon>units\spc\major_cooper\major_cooper_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='841' name ='SPCCuster'>
		<DBID>1245</DBID>
		<DisplayNameID>46609</DisplayNameID>
		<EditorNameID>46610</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\custer\spc_custer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\spc\alain\alain_igc_icon</Icon>
		<PortraitIcon>units\spc\custer\custer_portrait</PortraitIcon>
		<RolloverTextID>46608</RolloverTextID>
		<ShortRolloverTextID>48993</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>90</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='842' name ='xpHorseArtillery'>
		<DBID>1246</DBID>
		<DisplayNameID>46620</DisplayNameID>
		<EditorNameID>46621</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\horse_artillery\horse_artillery.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\horse_artillery_icon</Icon>
		<PortraitIcon>ui\units\horse_artillery_portrait</PortraitIcon>
		<RolloverTextID>46619</RolloverTextID>
		<ShortRolloverTextID>46618</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>horseartillery.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>125</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>26</MaxRange>
			<ROF>4</ROF>
			<DamageCap>250</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='843' name ='SPCXPBlackPowderWagon'>
		<DBID>1247</DBID>
		<DisplayNameID>46646</DisplayNameID>
		<EditorNameID>46647</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_gunpowder.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>46645</RolloverTextID>
		<ShortRolloverTextID>46644</ShortRolloverTextID>
		<InitialHitpoints>450</InitialHitpoints>
		<MaxHitpoints>450</MaxHitpoints>
		<LOS>22</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<Bounty>50</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>SPCXPFoodCart.tactics</Tactics>
	</Unit>
	<Unit id ='844' name ='SPCXPFeedStore'>
		<DBID>1248</DBID>
		<DisplayNameID>46664</DisplayNameID>
		<EditorNameID>46665</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\feedstore\feedstore.xml</AnimFile>
		<Icon>ui\buildings\feed_store_portrait</Icon>
		<PortraitIcon>ui\buildings\feed_store_portrait</PortraitIcon>
		<RolloverTextID>46663</RolloverTextID>
		<ShortRolloverTextID>46662</ShortRolloverTextID>
		<InitialHitpoints>1315</InitialHitpoints>
		<MaxHitpoints>1315</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Train row ='0' page ='0' column ='0'>SPCXPWagonFood</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='845' name ='AITargetBlockWeak'>
		<DBID>1249</DBID>
		<DisplayNameID>46666</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='846' name ='AITargetBlockStrong'>
		<DBID>1250</DBID>
		<DisplayNameID>46667</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='847' name ='SPCXPWoodFortWallLarge'>
		<DBID>1251</DBID>
		<DisplayNameID>46676</DisplayNameID>
		<EditorNameID>46677</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc_woodfort_wall\spc_woodfort_wall_large.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>46675</RolloverTextID>
		<ShortRolloverTextID>46674</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='848' name ='SPCXPWoodFortWallMedium'>
		<DBID>1252</DBID>
		<DisplayNameID>46680</DisplayNameID>
		<EditorNameID>46681</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc_woodfort_wall\spc_woodfort_wall_medium.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>46679</RolloverTextID>
		<ShortRolloverTextID>46678</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='849' name ='SPCXPWoodFortWallSmall'>
		<DBID>1253</DBID>
		<DisplayNameID>46684</DisplayNameID>
		<EditorNameID>46685</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc_woodfort_wall\spc_woodfort_wall_small.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>46683</RolloverTextID>
		<ShortRolloverTextID>46682</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='850' name ='SPCXPWoodFortGate'>
		<DBID>1254</DBID>
		<DisplayNameID>46688</DisplayNameID>
		<EditorNameID>46689</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc_woodfort_wall\spc_woodfort_wall_gate.xml</AnimFile>
		<AllowedHeightVariance>4</AllowedHeightVariance>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_gate_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_gate_portrait</PortraitIcon>
		<RolloverTextID>46687</RolloverTextID>
		<ShortRolloverTextID>46686</ShortRolloverTextID>
		<InitialHitpoints>5250</InitialHitpoints>
		<MaxHitpoints>5250</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>65</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Doppled</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>PlayerOwnsObstruction</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>wallBuild</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='851' name ='SPCXPWoodFortTower'>
		<DBID>1255</DBID>
		<DisplayNameID>46692</DisplayNameID>
		<EditorNameID>46693</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc_woodfort_wall\spc_woodfort_wall_tower.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>46691</RolloverTextID>
		<ShortRolloverTextID>46690</ShortRolloverTextID>
		<InitialHitpoints>5250</InitialHitpoints>
		<MaxHitpoints>5250</MaxHitpoints>
		<LOS>25</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>120</Bounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageArea>3</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='852' name ='SPCXPRedoubtCenter'>
		<DBID>1256</DBID>
		<DisplayNameID>46700</DisplayNameID>
		<EditorNameID>46701</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\redoubt\redoubt_center.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>46699</RolloverTextID>
		<ShortRolloverTextID>46698</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='853' name ='SPCXPRedoubtLeft'>
		<DBID>1257</DBID>
		<DisplayNameID>46704</DisplayNameID>
		<EditorNameID>46705</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\redoubt\redoubt_left.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>46703</RolloverTextID>
		<ShortRolloverTextID>46702</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='854' name ='SPCXPRedoubtRight'>
		<DBID>1258</DBID>
		<DisplayNameID>46708</DisplayNameID>
		<EditorNameID>46709</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\redoubt\redoubt_right.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>46707</RolloverTextID>
		<ShortRolloverTextID>46706</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='855' name ='NativeEmbassy'>
		<DBID>1261</DBID>
		<DisplayNameID>46755</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_embassy\native_embassy.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>ui\buildings\native_embassy_icon</Icon>
		<PortraitIcon>ui\buildings\native_embassy_portrait</PortraitIcon>
		<RolloverTextID>46754</RolloverTextID>
		<ShortRolloverTextID>46753</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>20</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>ypNatChakram</Train>
		<Train row ='0' page ='0' column ='1'>ypNatConquistador</Train>
		<Train row ='0' page ='0' column ='2'>ypNatRattanShield</Train>
		<Train row ='0' page ='0' column ='3'>ypNatTigerClaw</Train>
		<Train row ='0' page ='0' column ='4'>ypNatWarElephant</Train>
		<Train row ='0' page ='0' column ='0'>NatBolasWarrior</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunWarrior</Train>
		<Train row ='0' page ='0' column ='17'>NativeScout</Train>
		<Train row ='0' page ='0' column ='19'>NatMedicineMan</Train>
		<Train row ='0' page ='0' column ='0'>NatApacheCavalry</Train>
		<Train row ='0' page ='0' column ='1'>NatBlackwoodArcher</Train>
		<Train row ='0' page ='0' column ='3'>NatCheyenneRider</Train>
		<Train row ='0' page ='0' column ='4'>NatClubman</Train>
		<Train row ='0' page ='0' column ='5'>NatHolcanSpearman</Train>
		<Train row ='0' page ='0' column ='6'>NatHorseArcher</Train>
		<Train row ='0' page ='0' column ='7'>NatHuaminca</Train>
		<Train row ='0' page ='0' column ='8'>NatHuronMantlet</Train>
		<Train row ='0' page ='0' column ='9'>NatKlamathRifleman</Train>
		<Train row ='0' page ='0' column ='10'>NatLightningWarrior</Train>
		<Train row ='0' page ='0' column ='11'>NatMapucheClubman</Train>
		<Train row ='0' page ='0' column ='12'>NatNavajoRifleman</Train>
		<Train row ='0' page ='0' column ='13'>NatRifleman</Train>
		<Train row ='0' page ='0' column ='14'>NatSharktoothBowman</Train>
		<Train row ='0' page ='0' column ='15'>NatTracker</Train>
		<Train row ='0' page ='0' column ='5'>ypNatSohei</Train>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyCaribs</Tech>
		<Tech row ='0' page ='1' column ='2'>WarriorSocietyCherokee</Tech>
		<Tech row ='0' page ='1' column ='15'>WarriorSocietyZapotec</Tech>
		<Tech row ='0' page ='1' column ='8'>ChampionKlamath</Tech>
		<Tech row ='0' page ='1' column ='12'>ChampionNootka</Tech>
		<Tech row ='0' page ='1' column ='13'>ChampionSeminoles</Tech>
		<Tech row ='0' page ='1' column ='9'>WarriorSocietyMapuche</Tech>
		<Tech row ='0' page ='1' column ='0'>WarriorSocietyApache</Tech>
		<Tech row ='0' page ='1' column ='4'>WarriorSocietyComanche</Tech>
		<Tech row ='0' page ='1' column ='7'>WarriorSocietyInca</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionApache</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionCherokee</Tech>
		<Tech row ='0' page ='1' column ='3'>ChampionCheyenne</Tech>
		<Tech row ='0' page ='1' column ='9'>ChampionMapuche</Tech>
		<Tech row ='0' page ='1' column ='15'>ChampionZapotec</Tech>
		<Tech row ='0' page ='1' column ='3'>WarriorSocietyCheyenne</Tech>
		<Tech row ='0' page ='1' column ='6'>WarriorSocietyHuron</Tech>
		<Tech row ='0' page ='1' column ='8'>WarriorSocietyKlamath</Tech>
		<Tech row ='0' page ='1' column ='11'>WarriorSocietyNavajo</Tech>
		<Tech row ='0' page ='1' column ='13'>WarriorSocietySeminoles</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCaribs</Tech>
		<Tech row ='0' page ='1' column ='4'>ChampionComanche</Tech>
		<Tech row ='0' page ='1' column ='7'>ChampionInca</Tech>
		<Tech row ='0' page ='1' column ='10'>ChampionMaya</Tech>
		<Tech row ='0' page ='1' column ='5'>WarriorSocietyCree</Tech>
		<Tech row ='0' page ='1' column ='12'>WarriorSocietyNootka</Tech>
		<Tech row ='0' page ='1' column ='6'>ChampionHuron</Tech>
		<Tech row ='0' page ='1' column ='14'>WarriorSocietyTupi</Tech>
		<Tech row ='0' page ='1' column ='11'>ChampionNavajo</Tech>
		<Tech row ='0' page ='1' column ='10'>WarriorSocietyMaya</Tech>
		<Tech row ='0' page ='1' column ='5'>ChampionCree</Tech>
		<Tech row ='0' page ='1' column ='14'>ChampionTupi</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id ='856' name ='IGCCoveredWagon'>
		<DBID>1262</DBID>
		<DisplayNameID>46761</DisplayNameID>
		<EditorNameID>46762</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\nugget_covered_wagon\nugget_covered_wagon.xml</AnimFile>
		<Icon>units\villagers\covered_wagon\covered_wagon_icon_64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>units\villagers\covered_wagon\covered_wagon_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='857' name ='SPCXPMiningCampClone1'>
		<DBID>1263</DBID>
		<DisplayNameID>46781</DisplayNameID>
		<EditorNameID>46782</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\mining_camp\miningcamp.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\tents\largetent_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\tents\largetent_portrait</PortraitIcon>
		<RolloverTextID>46780</RolloverTextID>
		<ShortRolloverTextID>46779</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>15</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>160</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>400</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Train row ='0' page ='0' column ='0'>Surgeon</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>AbstractHeavyInfantry</Contain>
		<Contain>AbstractArtillery</Contain>
		<Contain>AbstractCavalry</Contain>
		<Contain>AbstractLightInfantry</Contain>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='858' name ='SPCTent'>
		<DBID>1264</DBID>
		<DisplayNameID>46795</DisplayNameID>
		<EditorNameID>46796</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\tents\tents_large.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\tents\largetent_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\tents\largetent_portrait</PortraitIcon>
		<RolloverTextID>46794</RolloverTextID>
		<ShortRolloverTextID>46793</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>12</LOS>
		<Bounty>115</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='859' name ='xpAdvancedBalloon'>
		<DBID>1265</DBID>
		<DisplayNameID>46799</DisplayNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>3.5000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\balloons\advanced_balloon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\balloons\hot_air_balloon</Icon>
		<PortraitIcon>units\balloons\hot_air_balloon_portrait</PortraitIcon>
		<RolloverTextID>46798</RolloverTextID>
		<ShortRolloverTextID>46797</ShortRolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>30</LOS>
		<UnitAIType>Passive</UnitAIType>
		<AllowedAge>0</AllowedAge>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Flag>Doppled</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='860' name ='IGCXPCrazyHorse'>
		<DBID>1266</DBID>
		<DisplayNameID>46875</DisplayNameID>
		<EditorNameID>46876</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8.1000</MaxVelocity>
		<MaxRunVelocity>10.1000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\crazy_horse\igc_crazyhorse_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>ui\units\sx_warchief_icon</Icon>
		<PortraitIcon>ui\units\sx_warchief_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>46874</RolloverTextID>
		<ShortRolloverTextID>46873</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100</Bounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<RechargeTime>10</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>handcavalry.tactics</Tactics>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='861' name ='xpPetardNitro'>
		<DBID>1268</DBID>
		<DisplayNameID>46905</DisplayNameID>
		<EditorNameID>46906</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\artillery\petard\petard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\Units\petard_icon</Icon>
		<PortraitIcon>ui\Units\petard_portrait</PortraitIcon>
		<RolloverTextID>46904</RolloverTextID>
		<ShortRolloverTextID>46903</ShortRolloverTextID>
		<InitialHitpoints>750</InitialHitpoints>
		<MaxHitpoints>750</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandSiege</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>petard.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4500</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>4500</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='862' name ='SPCXPNathanielNative'>
		<DBID>1269</DBID>
		<DisplayNameID>46923</DisplayNameID>
		<EditorNameID>46924</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\nate_black\spc_nate_black_duster.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\nate_black\nate_black_portrait</Icon>
		<PortraitIcon>units\spc\nate_black\nate_black_portrait</PortraitIcon>
		<RolloverTextID>46922</RolloverTextID>
		<ShortRolloverTextID>46921</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Train row ='0' page ='6' column ='1'>SPCXPCampfire</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>nathaniel.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Outpost'>2.500000</Rate>
			<Rate type ='TradingPost'>5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>100</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>200</DamageCap>
			<DamageArea>3</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HawkeyeAttack</Name>
			<Damage>750</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>35</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='863' name ='IGCXPWashington'>
		<DBID>1270</DBID>
		<DisplayNameID>46926</DisplayNameID>
		<EditorNameID>46927</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\george_washington_x\igc_george_washington.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\george_washington\george_washington_icon_64x64</Icon>
		<PortraitIcon>units\spc\george_washington\george_washington_igc_icon</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='864' name ='TradingPostTravois'>
		<DBID>1271</DBID>
		<DisplayNameID>47135</DisplayNameID>
		<EditorNameID>47136</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\travois.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>47134</RolloverTextID>
		<ShortRolloverTextID>47133</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>6</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>30</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Wood'>150</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Train row ='0' page ='1' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativebuilder.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name></ProtoAction>
	</Unit>
	<Unit id ='865' name ='IGCXPMountedChayton'>
		<DBID>1272</DBID>
		<DisplayNameID>47217</DisplayNameID>
		<EditorNameID>47218</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\chayton\igc_chayton_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\alain\alain_igc_icon</Icon>
		<PortraitIcon>units\spc\alain\alain_igc_portrait</PortraitIcon>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id ='866' name ='SPCXPWashington'>
		<DBID>1274</DBID>
		<DisplayNameID>47256</DisplayNameID>
		<EditorNameID>47257</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\george_washington_x\spc_george_washington.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\george_washington_x\washington_portrait</Icon>
		<PortraitIcon>units\spc\george_washington_x\washington_portrait</PortraitIcon>
		<RolloverTextID>47255</RolloverTextID>
		<ShortRolloverTextID>47254</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='867' name ='HouseAztec'>
		<DBID>1277</DBID>
		<DisplayNameID>48430</DisplayNameID>
		<EditorNameID>48431</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_civs\house\az\house_az.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>ui\buildings\az_house_icon</Icon>
		<PortraitIcon>ui\buildings\az_house_portrait</PortraitIcon>
		<RolloverTextID>48429</RolloverTextID>
		<ShortRolloverTextID>48428</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>10</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Tech row ='0' page ='2' column ='0'>BigHouseCoatlicue</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='868' name ='SPCXPRedoubtCannon'>
		<DBID>1278</DBID>
		<DisplayNameID>48457</DisplayNameID>
		<EditorNameID>48458</EditorNameID>
		<ObstructionRadiusX>0.99</ObstructionRadiusX>
		<ObstructionRadiusZ>0.99</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\spc\russian_cannon\russian_cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\spc\russian_cannon\russian_cannon_icon_64</Icon>
		<PortraitIcon>units\spc\russian_cannon\russian_cannon_icon_portrait</PortraitIcon>
		<RolloverTextID>48456</RolloverTextID>
		<ShortRolloverTextID>48455</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>180</Bounty>
		<BuildBounty>90</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<Armor type ='Ranged' value ='0.75'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>spcrussiancannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>750</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>30</MaxRange>
			<ROF>6</ROF>
			<DamageCap>1500</DamageCap>
			<DamageArea>6</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<Projectile>LazerBeam</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='869' name ='NatMercHolcanSpearman'>
		<DBID>1279</DBID>
		<DisplayNameID>48461</DisplayNameID>
		<EditorNameID>48462</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\holcan_spearman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\holcan_spearman_icon</Icon>
		<PortraitIcon>units\natives\holcan_spearman_portrait</PortraitIcon>
		<RolloverTextID>48460</RolloverTextID>
		<ShortRolloverTextID>48459</ShortRolloverTextID>
		<InitialHitpoints>180</InitialHitpoints>
		<MaxHitpoints>180</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Wood'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>23</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='870' name ='NatMercLightningWarrior'>
		<DBID>1280</DBID>
		<DisplayNameID>48465</DisplayNameID>
		<EditorNameID>48466</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\ally\zapotec_lightning_warrior\zapotec_lightning_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_zapotec_lightning_warrior_icon</Icon>
		<PortraitIcon>ui\units\az_zapotec_lightning_warrior_portrait</PortraitIcon>
		<RolloverTextID>48464</RolloverTextID>
		<ShortRolloverTextID>48463</ShortRolloverTextID>
		<InitialHitpoints>210</InitialHitpoints>
		<MaxHitpoints>210</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='871' name ='NatMercRifleman'>
		<DBID>1281</DBID>
		<DisplayNameID>48469</DisplayNameID>
		<EditorNameID>48470</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\rifleman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\rifleman_icon_64x64</Icon>
		<PortraitIcon>units\natives\rifleman_portrait</PortraitIcon>
		<RolloverTextID>48468</RolloverTextID>
		<ShortRolloverTextID>48467</ShortRolloverTextID>
		<InitialHitpoints>230</InitialHitpoints>
		<MaxHitpoints>230</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>26</BuildLimit>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='872' name ='NatMercTracker'>
		<DBID>1283</DBID>
		<DisplayNameID>48477</DisplayNameID>
		<EditorNameID>48478</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\cree_tracker.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\cree_tracker_icon_64x64</Icon>
		<PortraitIcon>units\natives\cree_tracker_portrait</PortraitIcon>
		<RolloverTextID>48476</RolloverTextID>
		<ShortRolloverTextID>48475</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>26</BuildLimit>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='873' name ='NatMercBlackwoodArcher'>
		<DBID>1284</DBID>
		<DisplayNameID>48481</DisplayNameID>
		<EditorNameID>48482</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\tupi_archer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\tupi_archer_icon_64x64</Icon>
		<PortraitIcon>units\natives\tupi_archer_portrait</PortraitIcon>
		<RolloverTextID>48480</RolloverTextID>
		<ShortRolloverTextID>48479</ShortRolloverTextID>
		<InitialHitpoints>80</InitialHitpoints>
		<MaxHitpoints>80</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Wood'>50</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='874' name ='NatMercClubman'>
		<DBID>1285</DBID>
		<DisplayNameID>48485</DisplayNameID>
		<EditorNameID>48486</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\clubman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\clubman_icon</Icon>
		<PortraitIcon>units\natives\clubman_icon_portrait</PortraitIcon>
		<RolloverTextID>48484</RolloverTextID>
		<ShortRolloverTextID>48483</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>85</Cost>
		<Cost resourcetype ='Wood'>15</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='875' name ='NatMercCheyenneRider'>
		<DBID>1286</DBID>
		<DisplayNameID>48489</DisplayNameID>
		<EditorNameID>48490</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\ally\cheyenne\cheyenne_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\cheyenne_cav_icon</Icon>
		<PortraitIcon>ui\units\cheyenne_cav_portrait</PortraitIcon>
		<RolloverTextID>48488</RolloverTextID>
		<ShortRolloverTextID>48487</ShortRolloverTextID>
		<InitialHitpoints>320</InitialHitpoints>
		<MaxHitpoints>320</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Wood'>110</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>21</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>21</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>42</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='876' name ='NatMercHorseArcher'>
		<DBID>1287</DBID>
		<DisplayNameID>48493</DisplayNameID>
		<EditorNameID>48494</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\horse_archer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\horse_archer_icon_64x64</Icon>
		<PortraitIcon>units\natives\horse_archer_portrait</PortraitIcon>
		<RolloverTextID>48492</RolloverTextID>
		<ShortRolloverTextID>48491</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>70</Cost>
		<Cost resourcetype ='Wood'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>3.500000</DamageBonus>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='877' name ='NatMercHuronMantlet'>
		<DBID>1288</DBID>
		<DisplayNameID>48502</DisplayNameID>
		<EditorNameID>48503</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\natives\ally\huron_mantlet\huron_mantlet.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>ui\units\huron_mantlet_icon</Icon>
		<PortraitIcon>ui\units\huron_mantlet_portrait</PortraitIcon>
		<RolloverTextID>48501</RolloverTextID>
		<ShortRolloverTextID>48500</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>12</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Wood'>50</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
			<Projectile>Tomahawk</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='878' name ='SPCXPTreasureShip'>
		<DBID>1289</DBID>
		<DisplayNameID>48530</DisplayNameID>
		<EditorNameID>48531</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\galleon\galleon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\galleon\galleon_icon_64x64</Icon>
		<PortraitIcon>units\naval\galleon\galleon_icon_portrait</PortraitIcon>
		<RolloverTextID>48529</RolloverTextID>
		<ShortRolloverTextID>48528</ShortRolloverTextID>
		<InitialHitpoints>850</InitialHitpoints>
		<MaxHitpoints>850</MaxHitpoints>
		<LOS>30</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<Train row ='0' page ='0' column ='8'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='8'>Dragoon</Train>
		<Train row ='0' page ='0' column ='4'>Cacadore</Train>
		<Train row ='0' page ='0' column ='4'>Cacadore</Train>
		<Train row ='0' page ='0' column ='6'>Hussar</Train>
		<Train row ='0' page ='0' column ='1'>Janissary</Train>
		<Train row ='0' page ='0' column ='1'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='5'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='5'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='5'>Longbowman</Train>
		<Train row ='0' page ='0' column ='5'>Longbowman</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='2'>Rodelero</Train>
		<Train row ='0' page ='0' column ='2'>Rodelero</Train>
		<Train row ='0' page ='0' column ='12'>OrganGun</Train>
		<Train row ='0' page ='0' column ='7'>Lancer</Train>
		<Train row ='0' page ='0' column ='2'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='2'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='0'>Musketeer</Train>
		<Train row ='0' page ='0' column ='0'>Musketeer</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Grenadier</Train>
		<Train row ='0' page ='0' column ='3'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>Falconet</Train>
		<Train row ='0' page ='0' column ='11'>Culverin</Train>
		<Train row ='0' page ='0' column ='4'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='4'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='10'>Mortar</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='7'>Ruyter</Train>
		<Train row ='0' page ='0' column ='12'>Cannon</Train>
		<Train row ='0' page ='0' column ='13'>GreatBombard</Train>
		<Train row ='0' page ='0' column ='14'>AbusGun</Train>
		<Train row ='0' page ='0' column ='14'>Rocket</Train>
		<Train row ='0' page ='0' column ='13'>Strelet</Train>
		<Train row ='0' page ='0' column ='14'>Cossack</Train>
		<Train row ='0' page ='0' column ='13'>Uhlan</Train>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='879' name ='SPCXPNativeChayton'>
		<DBID>1291</DBID>
		<DisplayNameID>48827</DisplayNameID>
		<EditorNameID>48828</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\chayton\spc_chayton.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\chayton\chayton_ind_portrait</Icon>
		<PortraitIcon>units\spc\chayton\chayton_ind_portrait</PortraitIcon>
		<RolloverTextID>48826</RolloverTextID>
		<ShortRolloverTextID>48825</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>chayton.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Outpost'>2.500000</Rate>
			<Rate type ='TradingPost'>5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>100</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>200</DamageCap>
			<DamageArea>3</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HawkeyeAttack</Name>
			<Damage>750</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='880' name ='NatMercBlowgunWarrior'>
		<DBID>1293</DBID>
		<DisplayNameID>48952</DisplayNameID>
		<EditorNameID>48953</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Caribs</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\blowgun.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\blowgun_icon_64x64</Icon>
		<PortraitIcon>units\natives\blowgun_portrait</PortraitIcon>
		<RolloverTextID>48951</RolloverTextID>
		<ShortRolloverTextID>48950</ShortRolloverTextID>
		<InitialHitpoints>160</InitialHitpoints>
		<MaxHitpoints>160</MaxHitpoints>
		<LOS>12</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>65</Cost>
		<Cost resourcetype ='Wood'>35</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>MercType1</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Projectile>Blowdart</Projectile>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='881' name ='Pilgrim'>
		<DBID>1297</DBID>
		<DisplayNameID>60023</DisplayNameID>
		<EditorNameID>60024</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>patch\plymouth\pilgrim.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>patch\plymouth\pilgrims_icon</Icon>
		<PortraitIcon>patch\plymouth\pilgrims_icon</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>60022</RolloverTextID>
		<ShortRolloverTextID>60021</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>0</BuildBounty>
		<Cost resourcetype ='Food'>0</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='2'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata2</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort4</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1.100000</Rate>
			<Rate type ='Manor'>1.100000</Rate>
			<Rate type ='Church'>1.100000</Rate>
			<Rate type ='House'>1.100000</Rate>
			<Rate type ='Building'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>0.550000</Rate>
			<Rate type ='Plantation'>0.550000</Rate>
			<Rate type ='Herdable'>2.200000</Rate>
			<Rate type ='Huntable'>0.880000</Rate>
			<Rate type ='AbstractMine'>0.650000</Rate>
			<Rate type ='BerryBush'>0.700000</Rate>
			<Rate type ='Farm'>0.550000</Rate>
			<Rate type ='Mill'>0.700000</Rate>
			<Rate type ='ypBerryBuilding'>0.690000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.370000</Rate>
			<Rate type ='ypGroveBuilding'>0.550000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1.100000</Rate>
			<Rate type ='Huntable'>1.100000</Rate>
			<Rate type ='Tree'>1.100000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='882' name ='CrateofTurkey'>
		<DBID>1298</DBID>
		<DisplayNameID>60027</DisplayNameID>
		<EditorNameID>60028</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\crate_turkey.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>60026</RolloverTextID>
		<ShortRolloverTextID>60025</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Food'>100</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='883' name ='CrateofTurkeyLarge'>
		<DBID>1299</DBID>
		<DisplayNameID>60031</DisplayNameID>
		<EditorNameID>60032</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\crate_turkey_large.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>60030</RolloverTextID>
		<ShortRolloverTextID>60029</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Food</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='884' name ='NuggetPumpkinBig'>
		<DBID>1300</DBID>
		<DisplayNameID>60033</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\nugget_pumpkin_big.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='885' name ='NuggetPumpkinSmall'>
		<DBID>1301</DBID>
		<DisplayNameID>60034</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\nugget_pumpkin_small.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='886' name ='NuggetPumpkinPatch'>
		<DBID>1302</DBID>
		<DisplayNameID>60035</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\nugget_pumpkin_patch.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='887' name ='CrateofSquash'>
		<DBID>1303</DBID>
		<DisplayNameID>60038</DisplayNameID>
		<EditorNameID>60039</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\crate_pumpkin.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>60037</RolloverTextID>
		<ShortRolloverTextID>60036</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Food'>100</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='888' name ='CrateofSquashLarge'>
		<DBID>1304</DBID>
		<DisplayNameID>60042</DisplayNameID>
		<EditorNameID>60043</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\crate_pumpkin_large.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>60041</RolloverTextID>
		<ShortRolloverTextID>60040</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='889' name ='NuggetWheatBundleSmall'>
		<DBID>1305</DBID>
		<DisplayNameID>60044</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\nugget_wheat_bundle_small.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='890' name ='NuggetWheatBundleBig'>
		<DBID>1306</DBID>
		<DisplayNameID>60045</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\nugget_wheat_bundle_big.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='891' name ='TurkeyScout'>
		<DBID>1307</DBID>
		<DisplayNameID>60048</DisplayNameID>
		<EditorNameID>60064</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\turkey\turkey.xml</AnimFile>
		<DeadReplacement>CrateofTurkey</DeadReplacement>
		<ImpactType>Animal</ImpactType>
		<Icon>patch\plymouth\thanks_turkey_icon</Icon>
		<PortraitIcon>patch\plymouth\thanks_turkey_icon</PortraitIcon>
		<RolloverTextID>60047</RolloverTextID>
		<ShortRolloverTextID>60046</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>26</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>5</Bounty>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='892' name ='CrateofWheatBundle'>
		<DBID>1311</DBID>
		<DisplayNameID>60057</DisplayNameID>
		<EditorNameID>60058</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\crate_wheat.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>60056</RolloverTextID>
		<ShortRolloverTextID>60055</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Food'>100</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='893' name ='CrateofWheatBundleLarge'>
		<DBID>1312</DBID>
		<DisplayNameID>60061</DisplayNameID>
		<EditorNameID>60062</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>patch\plymouth\crate_wheat_large.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>60060</RolloverTextID>
		<ShortRolloverTextID>60059</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='894' name ='ypKensei'>
		<DBID>1314</DBID>
		<DisplayNameID>60076</DisplayNameID>
		<EditorNameID>60077</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\kensei\kensei.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\japanese\samurai\samurai_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\samurai\samurai_icon_portrait</PortraitIcon>
		<RolloverTextID>60075</RolloverTextID>
		<ShortRolloverTextID>60074</ShortRolloverTextID>
		<InitialHitpoints>230</InitialHitpoints>
		<MaxHitpoints>230</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>67</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>34</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>25</DamageCap>
			<DamageBonus type ='AbstractCavalry'>1.750000</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.400000</DamageBonus>
			<DamageBonus type ='AbstractElephant'>1.150000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='AbstractCavalry'>1.750000</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.400000</DamageBonus>
			<DamageBonus type ='AbstractElephant'>1.150000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='AbstractCavalry'>1.750000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.400000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='AbstractCavalry'>1.750000</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.400000</DamageBonus>
			<DamageBonus type ='AbstractElephant'>1.150000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='895' name ='ypYabusame'>
		<DBID>1315</DBID>
		<DisplayNameID>60080</DisplayNameID>
		<EditorNameID>60081</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.8000</MaxVelocity>
		<MaxRunVelocity>8.8000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\yabusame\yabusameHorse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\yabusame\yabusame_icon</Icon>
		<PortraitIcon>units\asians\japanese\yabusame\yabusame_icon_portrait</PortraitIcon>
		<RolloverTextID>60079</RolloverTextID>
		<ShortRolloverTextID>60078</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>22</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>21</Bounty>
		<BuildBounty>21</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Gold'>150</Cost>
		<ScoreValue>22</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<DamageBonus type ='AbstractArtillery'>8</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.500000</DamageBonus>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<Projectile>ArrowFlaming</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type ='AbstractHeavyCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.500000</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>8</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='896' name ='ypYumi'>
		<DBID>1316</DBID>
		<DisplayNameID>60084</DisplayNameID>
		<EditorNameID>60085</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\yumi\yumi.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\japanese\yumi\yumi_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\yumi\yumi_icon_portrait</PortraitIcon>
		<RolloverTextID>60083</RolloverTextID>
		<ShortRolloverTextID>60082</ShortRolloverTextID>
		<InitialHitpoints>100</InitialHitpoints>
		<MaxHitpoints>100</MaxHitpoints>
		<LOS>22</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>28</TrainPoints>
		<Bounty>11</Bounty>
		<BuildBounty>11</BuildBounty>
		<Cost resourcetype ='Food'>55</Cost>
		<Cost resourcetype ='Wood'>50</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='897' name ='ypNaginataRider'>
		<DBID>1318</DBID>
		<DisplayNameID>60092</DisplayNameID>
		<EditorNameID>60093</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\naginata_rider\naginata_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\naginata_rider\naginata_rider_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\naginata_rider\naginata_rider_icon_portrait</PortraitIcon>
		<RolloverTextID>60091</RolloverTextID>
		<ShortRolloverTextID>60090</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>75</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='898' name ='ypAshigaru'>
		<DBID>1319</DBID>
		<DisplayNameID>60096</DisplayNameID>
		<EditorNameID>60097</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\ashigaru\ashigaru.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\japanese\ashigaru\ashigaru_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\ashigaru\ashigaru_icon_portrait</PortraitIcon>
		<RolloverTextID>60095</RolloverTextID>
		<ShortRolloverTextID>60094</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>80</Cost>
		<Cost resourcetype ='Gold'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>21</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='899' name ='ypNatSohei'>
		<DBID>1320</DBID>
		<DisplayNameID>60100</DisplayNameID>
		<EditorNameID>60101</EditorNameID>
		<SubCiv>Zen</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\sohei\sohei.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\japanese\sohei\sohei_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\sohei\sohei_icon_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>60099</RolloverTextID>
		<ShortRolloverTextID>60098</ShortRolloverTextID>
		<InitialHitpoints>140</InitialHitpoints>
		<MaxHitpoints>140</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>55</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>38</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>19</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='900' name ='ypMonkJapanese'>
		<DBID>1321</DBID>
		<DisplayNameID>60104</DisplayNameID>
		<EditorNameID>60105</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\monk\monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\japanese\monk\monk_icon</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\asians\japanese\monk\monk_icon_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>60103</RolloverTextID>
		<ShortRolloverTextID>60102</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>45</Bounty>
		<Cost resourcetype ='Gold'>175</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractMonk</UnitType>
		<UnitType>AbstractJapaneseMonk</UnitType>
		<Train row ='0' page ='6' column ='2'>ypShrineJapanese</Train>
		<Train row ='0' page ='0' column ='0'>ypPetKomodoDragon</Train>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>PetWolf</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>ypjapanesemonk.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>6</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SabotageAttack</Name>
			<Damage>1500</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='901' name ='ypShogunTokugawa'>
		<DBID>1324</DBID>
		<DisplayNameID>60116</DisplayNameID>
		<EditorNameID>60117</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\shogun\shogun_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\shogun\shogun_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\shogun\shogun_icon_portrait</PortraitIcon>
		<RolloverTextID>60115</RolloverTextID>
		<ShortRolloverTextID>60114</ShortRolloverTextID>
		<InitialHitpoints>1500</InitialHitpoints>
		<MaxHitpoints>1500</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>100</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>35</Bounty>
		<BuildBounty>35</BuildBounty>
		<Cost resourcetype ='Gold'>350</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Train row ='0' page ='0' column ='0'>ypYamabushi</Train>
		<Train row ='0' page ='0' column ='1'>ypShinobiHorse</Train>
		<Train row ='0' page ='0' column ='3'>ypMorutaru</Train>
		<Train row ='0' page ='0' column ='2'>ypFlamingArrow</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='0' column ='10'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>shogun.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>120</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>120</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>120</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>90</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>180</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='902' name ='ypSowar'>
		<DBID>1325</DBID>
		<DisplayNameID>60120</DisplayNameID>
		<EditorNameID>60121</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\sowar\camel.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\indians\sowar\sowar_icon</Icon>
		<PortraitIcon>units\asians\indians\sowar\sowar_icon_portrait</PortraitIcon>
		<RolloverTextID>60119</RolloverTextID>
		<ShortRolloverTextID>60118</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>20</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35</TrainPoints>
		<Bounty>16</Bounty>
		<BuildBounty>16</BuildBounty>
		<Cost resourcetype ='Food'>80</Cost>
		<Cost resourcetype ='Gold'>80</Cost>
		<ScoreValue>0</ScoreValue>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCamel</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractSowar</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>sowar.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Food'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>33</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='903' name ='ypZamburak'>
		<DBID>1326</DBID>
		<DisplayNameID>60124</DisplayNameID>
		<EditorNameID>60125</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\zamburak\zamburak_camel.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\indians\zamburak\zamburak_icon_64</Icon>
		<PortraitIcon>units\asians\indians\zamburak\zamburak_icon_portrait</PortraitIcon>
		<RolloverTextID>60123</RolloverTextID>
		<ShortRolloverTextID>60122</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Gold'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractZamburak</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCamel</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>zamburak.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Food'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='904' name ='ypMahout'>
		<DBID>1327</DBID>
		<DisplayNameID>60128</DisplayNameID>
		<EditorNameID>60129</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\mahout\mahout_elephant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\mahout\mahout_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mahout\mahout_icon_portrait</PortraitIcon>
		<RolloverTextID>60127</RolloverTextID>
		<ShortRolloverTextID>60126</ShortRolloverTextID>
		<InitialHitpoints>917</InitialHitpoints>
		<MaxHitpoints>917</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>65</Bounty>
		<BuildBounty>65</BuildBounty>
		<Cost resourcetype ='Food'>400</Cost>
		<Cost resourcetype ='Wood'>250</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>AbstractHandElephant</UnitType>
		<UnitType>AbstractMahout</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>mahout.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>130</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>56</DamageCap>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>56</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>56</DamageCap>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>112</DamageCap>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='905' name ='ypHowdah'>
		<DBID>1328</DBID>
		<DisplayNameID>60132</DisplayNameID>
		<EditorNameID>60133</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\howdah\howdah_elephant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\howdah\howdah_icon_64</Icon>
		<PortraitIcon>units\asians\indians\howdah\howdah_icon_portrait</PortraitIcon>
		<RolloverTextID>60131</RolloverTextID>
		<ShortRolloverTextID>60130</ShortRolloverTextID>
		<InitialHitpoints>667</InitialHitpoints>
		<MaxHitpoints>667</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Food'>250</Cost>
		<Cost resourcetype ='Gold'>350</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHowdah</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>howdah.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>75</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>1.750000</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>75</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>33</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>66</DamageCap>
			<DamageBonus type ='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>75</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>1.750000</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='906' name ='ypRajput'>
		<DBID>1330</DBID>
		<DisplayNameID>60140</DisplayNameID>
		<EditorNameID>60141</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\rajput\rajput.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\indians\rajput\rajput_icon_64</Icon>
		<PortraitIcon>units\asians\indians\rajput\rajput_icon_portrait</PortraitIcon>
		<RolloverTextID>60139</RolloverTextID>
		<ShortRolloverTextID>60138</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>14</Bounty>
		<BuildBounty>14</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Wood'>35</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRajput</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='907' name ='ypUrumi'>
		<DBID>1331</DBID>
		<DisplayNameID>60144</DisplayNameID>
		<EditorNameID>60145</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\urumi\urumi.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\indians\urumi\urumi_icon_64</Icon>
		<PortraitIcon>units\asians\indians\urumi\urumi_icon_portrait</PortraitIcon>
		<RolloverTextID>60143</RolloverTextID>
		<ShortRolloverTextID>60142</ShortRolloverTextID>
		<InitialHitpoints>260</InitialHitpoints>
		<MaxHitpoints>260</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>22</Bounty>
		<BuildBounty>22</BuildBounty>
		<Cost resourcetype ='Food'>160</Cost>
		<Cost resourcetype ='Gold'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractUrumi</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>urumi.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>37</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>19</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>1</ROF>
			<DamageCap>20</DamageCap>
			<DamageBonus type ='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>1</ROF>
			<DamageCap>38</DamageCap>
			<DamageBonus type ='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>1</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>1</ROF>
			<DamageCap>38</DamageCap>
			<DamageBonus type ='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='908' name ='ypMonkIndian'>
		<DBID>1332</DBID>
		<DisplayNameID>60148</DisplayNameID>
		<EditorNameID>60149</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\monk\monk_elephant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\monk\indian_monk_icon_64</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\asians\indians\monk\indian_monk_icon_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>60147</RolloverTextID>
		<ShortRolloverTextID>60146</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>45</Bounty>
		<Cost resourcetype ='Gold'>175</Cost>
		<RechargeTime>10</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractMonk</UnitType>
		<UnitType>AbstractIndianMonk</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='2'>PetCoyote</Train>
		<Train row ='0' page ='6' column ='2'>YPPetTiger</Train>
		<Train row ='0' page ='6' column ='5'>YPPetRhino</Train>
		<Train row ='0' page ='6' column ='4'>YPPetWhiteTiger</Train>
		<Train row ='0' page ='6' column ='3'>ypPetLion</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>ypindianmonk.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
			<Rate type ='WarHut'>1</Rate>
			<Rate type ='ArtilleryDepot'>1</Rate>
			<Rate type ='Corral'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<HitPercent>10</HitPercent>
			<HitPercentType>Sweep</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<HitPercent>10</HitPercent>
			<HitPercentType>Sweep</HitPercentType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>4</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>sweepDamage</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='909' name ='ypChuKoNu'>
		<DBID>1333</DBID>
		<DisplayNameID>60152</DisplayNameID>
		<EditorNameID>60153</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\chinese\chu_ko_nu\chu_ko_nu_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\chu_ko_nu\chu_ko_nu_icon_portrait</PortraitIcon>
		<RolloverTextID>60151</RolloverTextID>
		<ShortRolloverTextID>60150</ShortRolloverTextID>
		<InitialHitpoints>90</InitialHitpoints>
		<MaxHitpoints>90</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>24</TrainPoints>
		<Bounty>9</Bounty>
		<BuildBounty>9</BuildBounty>
		<Cost resourcetype ='Food'>85</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>chukonu.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>3</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>5</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>5</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>5</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='910' name ='ypArquebusier'>
		<DBID>1334</DBID>
		<DisplayNameID>60156</DisplayNameID>
		<EditorNameID>60157</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\arquebusier\arquebusier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\chinese\arquebusier\arquebusier_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\arquebusier\arquebusier_icon_portrait</PortraitIcon>
		<RolloverTextID>60155</RolloverTextID>
		<ShortRolloverTextID>60154</ShortRolloverTextID>
		<InitialHitpoints>97</InitialHitpoints>
		<MaxHitpoints>97</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27</TrainPoints>
		<Bounty>9</Bounty>
		<BuildBounty>9</BuildBounty>
		<Cost resourcetype ='Gold'>85</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>14</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>14</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>14</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='911' name ='ypQiangPikeman'>
		<DBID>1335</DBID>
		<DisplayNameID>60160</DisplayNameID>
		<EditorNameID>60161</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\qiang_pikeman\qiang_pikeman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\chinese\qiang_pikeman\qiang_pikeman_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\qiang_pikeman\qiang_pikeman_icon_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>60159</RolloverTextID>
		<ShortRolloverTextID>60158</ShortRolloverTextID>
		<InitialHitpoints>110</InitialHitpoints>
		<MaxHitpoints>110</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>24</TrainPoints>
		<Bounty>7</Bounty>
		<BuildBounty>7</BuildBounty>
		<Cost resourcetype ='Wood'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>34</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>17</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='912' name ='ypChangdao'>
		<DBID>1336</DBID>
		<DisplayNameID>60164</DisplayNameID>
		<EditorNameID>60165</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\changdao\changdao.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\chinese\changdao\changdao_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\changdao\changdao_icon_portrait</PortraitIcon>
		<RolloverTextID>60163</RolloverTextID>
		<ShortRolloverTextID>60162</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>95</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>21</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>11</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='913' name ='ypSteppeRider'>
		<DBID>1337</DBID>
		<DisplayNameID>60168</DisplayNameID>
		<EditorNameID>60169</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\steppe_rider\steppe_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\chinese\steppe_rider\steppe_rider_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\steppe_rider\steppe_rider_icon_portrait</PortraitIcon>
		<RolloverTextID>60167</RolloverTextID>
		<ShortRolloverTextID>60166</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35</TrainPoints>
		<Bounty>9</Bounty>
		<BuildBounty>9</BuildBounty>
		<Cost resourcetype ='Gold'>85</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>20</DamageCap>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='914' name ='ypKeshik'>
		<DBID>1338</DBID>
		<DisplayNameID>60172</DisplayNameID>
		<EditorNameID>60173</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\keshik\keshik_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\chinese\keshik\keshik_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\keshik\keshik_icon_portrait</PortraitIcon>
		<RolloverTextID>60171</RolloverTextID>
		<ShortRolloverTextID>60170</ShortRolloverTextID>
		<InitialHitpoints>100</InitialHitpoints>
		<MaxHitpoints>100</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>115</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type ='AbstractCoyoteMan'>2.500000</DamageBonus>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='915' name ='ypIronFlail'>
		<DBID>1339</DBID>
		<DisplayNameID>60176</DisplayNameID>
		<EditorNameID>60177</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\iron_flail\iron_flail.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\chinese\iron_flail\iron_flail_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\iron_flail\iron_flail_icon_portrait</PortraitIcon>
		<RolloverTextID>60175</RolloverTextID>
		<ShortRolloverTextID>60174</ShortRolloverTextID>
		<InitialHitpoints>292</InitialHitpoints>
		<MaxHitpoints>292</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Food'>240</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>17</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>24</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>19</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>38</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>19</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>19</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>38</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>17</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>68</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='916' name ='ypHandMortar'>
		<DBID>1343</DBID>
		<DisplayNameID>60192</DisplayNameID>
		<EditorNameID>60193</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\chinese\hand_mortar\hand_mortar.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\chinese\hand_mortar\hand_mortar_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\hand_mortar\hand_mortar_icon_portrait</PortraitIcon>
		<RolloverTextID>60191</RolloverTextID>
		<ShortRolloverTextID>60190</ShortRolloverTextID>
		<InitialHitpoints>100</InitialHitpoints>
		<MaxHitpoints>100</MaxHitpoints>
		<LOS>38</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<AutoAttackRange>38</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>14</Bounty>
		<BuildBounty>14</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Wood'>90</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>handMortar.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>34</MaxRange>
			<ROF>4</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='Building'>4</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='917' name ='ypFlyingCrow'>
		<DBID>1344</DBID>
		<DisplayNameID>60196</DisplayNameID>
		<EditorNameID>60197</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.99</ObstructionRadiusX>
		<ObstructionRadiusZ>0.99</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\asians\chinese\flying_crow\flying_crow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\chinese\flying_crow\flying_crow_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\flying_crow\flying_crow_icon_portrait</PortraitIcon>
		<RolloverTextID>60195</RolloverTextID>
		<ShortRolloverTextID>60194</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>ypCrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>240</TrainPoints>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.75'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>flyingcrow.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>190</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>5</ROF>
			<DamageCap>380</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='918' name ='ypMonkChinese'>
		<DBID>1345</DBID>
		<DisplayNameID>60200</DisplayNameID>
		<EditorNameID>60201</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\monk\monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\chinese\shaolin_disciple\shaolin_master_icon_64</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\asians\chinese\shaolin_disciple\shaolin_master_icon_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>60199</RolloverTextID>
		<ShortRolloverTextID>69907</ShortRolloverTextID>
		<InitialHitpoints>450</InitialHitpoints>
		<MaxHitpoints>450</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>ypShuriken</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>90</Bounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractChineseMonk</UnitType>
		<UnitType>AbstractMonk</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='2'>PetJaguar</Train>
		<Train row ='0' page ='6' column ='0'>YPPetPanda</Train>
		<Train row ='0' page ='6' column ='2'>ypMonkDisciple</Train>
		<Tech row ='0' page ='11' column ='5'>ypMonkMakeDisciple</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>ypchinesemonk.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>8</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<HitPercent>20</HitPercent>
			<DamageMultiplier>2</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>6</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RoundhouseAttack</Name>
			<Damage>170</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>200</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='MercType2'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun2</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='919' name ='ypRicePaddy'>
		<DBID>1346</DBID>
		<DisplayNameID>60204</DisplayNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\rice_paddy\rice_paddy.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>buildings\asian_civs\rice_paddy\china\china_rice_paddy_icon</Icon>
		<PortraitIcon>buildings\asian_civs\rice_paddy\china\china_rice_paddy_icon_portrait</PortraitIcon>
		<RolloverTextID>60203</RolloverTextID>
		<ShortRolloverTextID>60202</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>160</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>400</Cost>
		<CarryCapacity resourcetype ='Food'>100</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>100</CarryCapacity>
		<InitialResource resourcetype ='Food'>999</InitialResource>
		<InitialResource resourcetype ='Gold'>0</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>10</GathererLimit>
		<BuilderLimit>10</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<Tech row ='0' page ='1' column ='0'>ypWaterConservancy</Tech>
		<Tech row ='0' page ='1' column ='0'>ypIrrigationSystems</Tech>
		<Tech row ='0' page ='1' column ='0'>ypImpLargeScaleAgricultureAsian</Tech>
		<Tech row ='0' page ='1' column ='1'>ypLandRedistribution</Tech>
		<Tech row ='0' page ='1' column ='0'>ypCultivateWasteland</Tech>
		<Tech row ='0' page ='1' column ='1'>ypSharecropping</Tech>
		<Tech row ='0' page ='1' column ='1'>ypCooperative</Tech>
		<Tech row ='0' page ='1' column ='1'>ypImpExcessiveTributeAsian</Tech>
		<Tech row ='1' page ='1' column ='0'>SeedDrill</Tech>
		<Tech row ='1' page ='1' column ='0'>ArtificialFertilizer</Tech>
		<Tech row ='0' page ='1' column ='1'>ypCropMarket</Tech>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='9' column ='1'>RicePaddyCoin</Command>
		<Command page ='9' column ='0'>RicePaddyFood</Command>
		<Tactics>ricepaddy.tactics</Tactics>
		<ProtoAction>
			<Name>ModifyGatherCoin</Name>
			<Rate type ='Gold'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ModifyGatherFood</Name>
			<Rate type ='Food'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='920' name ='ypMonastery'>
		<DBID>1347</DBID>
		<DisplayNameID>60207</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\monastery\monastery.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\asian_civs\monastery\monastery_icon</Icon>
		<PortraitIcon>buildings\asian_civs\monastery\monastery_icon_portrait</PortraitIcon>
		<RolloverTextID>60206</RolloverTextID>
		<ShortRolloverTextID>60205</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>225</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='27'>ypRepentantArsonist</Train>
		<Train row ='0' page ='0' column ='23'>ypRepentantBarbaryCorsair</Train>
		<Train row ='0' page ='0' column ='22'>ypRepentantBlackRider</Train>
		<Train row ='0' page ='0' column ='4'>ypRepentantDacoit</Train>
		<Train row ='0' page ='0' column ='21'>ypRepentantElmeti</Train>
		<Train row ='0' page ='0' column ='9'>ypRepentantBlindMonk</Train>
		<Train row ='0' page ='0' column ='10'>ypRepentantFusilier</Train>
		<Train row ='0' page ='0' column ='17'>ypRepentantHackapell</Train>
		<Train row ='0' page ='0' column ='18'>ypRepentantHighlander</Train>
		<Train row ='0' page ='0' column ='24'>ypRepentantIronTroop</Train>
		<Train row ='0' page ='0' column ='13'>ypRepentantJaeger</Train>
		<Train row ='0' page ='0' column ='26'>ypRepentantJatLancer</Train>
		<Train row ='0' page ='0' column ='15'>ypRepentantLandsknecht</Train>
		<Train row ='0' page ='0' column ='19'>ypRepentantMameluke</Train>
		<Train row ='0' page ='0' column ='20'>ypRepentantManchu</Train>
		<Train row ='0' page ='0' column ='24'>ypRepentantGreatCannon</Train>
		<Train row ='0' page ='0' column ='18'>ypRepentantNinja</Train>
		<Train row ='0' page ='0' column ='0'>ypRepentantOutlawPistol</Train>
		<Train row ='0' page ='0' column ='1'>ypRepentantOutlawRider</Train>
		<Train row ='0' page ='0' column ='2'>ypRepentantOutlawRifleman</Train>
		<Train row ='0' page ='0' column ='3'>ypRepentantPirate</Train>
		<Train row ='0' page ='0' column ='12'>ypRepentantRonin</Train>
		<Train row ='0' page ='0' column ='6'>ypRepentantSmuggler</Train>
		<Train row ='0' page ='0' column ='14'>ypRepentantStradiot</Train>
		<Train row ='0' page ='0' column ='11'>ypRepentantSwissPikeman</Train>
		<Train row ='0' page ='0' column ='5'>ypRepentantThuggee</Train>
		<Train row ='0' page ='0' column ='7'>ypRepentantWanderingHorseman</Train>
		<Train row ='0' page ='0' column ='8'>ypRepentantWaywardRonin</Train>
		<Train row ='0' page ='0' column ='25'>ypRepentantYojimbo</Train>
		<Tech row ='0' page ='1' column ='2'>ypMonasteryJapaneseCombat</Tech>
		<Tech row ='0' page ='1' column ='4'>ypMonasteryCriticalUpgrade</Tech>
		<Tech row ='0' page ='1' column ='1'>ypMonasteryJapaneseHealing</Tech>
		<Tech row ='0' page ='1' column ='3'>ypMonasteryIndianSpeed</Tech>
		<Tech row ='0' page ='1' column ='4'>ypMonasteryStompUpgrade</Tech>
		<Tech row ='0' page ='1' column ='3'>ypMonasteryAttackSpeed</Tech>
		<Tech row ='0' page ='1' column ='1'>ypMonasteryDiscipleAura</Tech>
		<Tech row ='0' page ='1' column ='2'>ypMonasteryImprovedHealing</Tech>
		<Tech row ='0' page ='1' column ='3'>ypMonasteryKillingBlowUpgrade</Tech>
		<Tech row ='0' page ='1' column ='1'>ypMonasteryPetAura</Tech>
		<Tech row ='0' page ='1' column ='4'>ypMonasteryRangedSplash</Tech>
		<Tech row ='0' page ='1' column ='2'>ypMonasteryShaolinWarrior</Tech>
		<Tech row ='0' page ='1' column ='9'>UniqueSPCCustomizedMercWeapons</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCPatriots</Tech>
		<Tech row ='0' page ='1' column ='8'>UniqueSPCGrandEncampment</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCCorsolet</Tech>
		<Tech row ='0' page ='1' column ='9'>UniqueSPCHighCrusade</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCIndianFriendship</Tech>
		<Tech row ='0' page ='1' column ='8'>UniqueSPCTaxBurden</Tech>
		<Tech row ='0' page ='1' column ='9'>ImpLegendaryNatives</Tech>
		<Tech row ='0' page ='1' column ='6'>Spies</Tech>
		<Tech row ='0' page ='1' column ='0'>HCBlockade</Tech>
		<Tech row ='0' page ='1' column ='8'>ImpImmigrants</Tech>
		<Tech row ='0' page ='1' column ='5'>ypMonasteryCompunction</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='921' name ='ypCaravanserai'>
		<DBID>1348</DBID>
		<DisplayNameID>60210</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\caravanserai\caravanserai.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>stable</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\asian_civs\caravanserai\india\caravanserai_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\caravanserai\india\caravanserai_icon_portrait</PortraitIcon>
		<RolloverTextID>60209</RolloverTextID>
		<ShortRolloverTextID>60208</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>14</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractStables</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Train row ='0' page ='0' column ='2'>ypMahout</Train>
		<Train row ='0' page ='0' column ='3'>ypHowdah</Train>
		<Train row ='0' page ='0' column ='0'>xpHorseman</Train>
		<Train row ='0' page ='0' column ='1'>xpMusketRider</Train>
		<Train row ='0' page ='0' column ='0'>xpAxeRider</Train>
		<Train row ='0' page ='0' column ='1'>Dragoon</Train>
		<Train row ='0' page ='0' column ='1'>xpBowRider</Train>
		<Train row ='0' page ='0' column ='3'>xpCoupRider</Train>
		<Train row ='0' page ='0' column ='2'>xpRifleRider</Train>
		<Train row ='0' page ='0' column ='0'>Hussar</Train>
		<Train row ='0' page ='0' column ='0'>ypSowar</Train>
		<Train row ='0' page ='0' column ='1'>ypZamburak</Train>
		<Tech row ='0' page ='1' column ='1'>YPExaltedCamelGun</Tech>
		<Tech row ='0' page ='1' column ='2'>YPHonoredMahout</Tech>
		<Tech row ='0' page ='1' column ='0'>YPDisciplinedCamel</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredCamelGun</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedCamel</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredCamel</Tech>
		<Tech row ='0' page ='1' column ='1'>GuardDragoons</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardHussars</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranHussars</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionHorsemen</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryHorsemen</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryCoupRiders</Tech>
		<Tech row ='0' page ='2' column ='0'>BigCorralBonepipeArmor</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionBowRider</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryBowRider</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryMusketRiders</Tech>
		<Tech row ='0' page ='1' column ='2'>ImpLegendaryRifleRiders</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteHorsemen</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionMusketRiders</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCoupRiders</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryAxeRiders</Tech>
		<Tech row ='0' page ='2' column ='0'>BigCorralHorseSecrets</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionAxeRiders</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteAxeRiders</Tech>
		<Tech row ='0' page ='1' column ='1'>EliteBowRider</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionRifleRiders</Tech>
		<Tech row ='0' page ='1' column ='3'>YPHonoredHowdah</Tech>
		<Tech row ='0' page ='1' column ='3'>YPExaltedHowdah</Tech>
		<Tech row ='0' page ='1' column ='2'>YPExaltedMahout</Tech>
		<Tech row ='0' page ='1' column ='1'>YPDisciplinedCamelGun</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='922' name ='ypConsulate'>
		<DBID>1349</DBID>
		<DisplayNameID>60213</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\consulate\consulate.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\asian_civs\consulate\consulate_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\consulate\consulate_icon_portrait</PortraitIcon>
		<RolloverTextID>60212</RolloverTextID>
		<ShortRolloverTextID>60211</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>50</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmySPCPortuguese3</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmySPCPortuguese2</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmySPCPortuguese1</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmySPCDutch3</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmySPCDutch2</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmySPCDutch1</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmySpanish3</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmySpanish2</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmySpanish1</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmyRussian3</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmyRussian2</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmyRussian1</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmyPortuguese3</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmyPortuguese2</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmyPortuguese1</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmyOttoman3</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmyOttoman2</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmyOttoman1</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmyGerman3</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmyGerman2</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmyGerman1</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmyFrench3</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmyFrench2</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmyFrench1</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmyDutch3</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmyDutch2</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmyDutch1</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmyBritish3</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmyBritish2</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmyBritish1</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateRonin</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateNinja</Train>
		<Train row ='0' page ='19' column ='0'>ypConsulateYamabushi</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateShinobi</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmySPCChinese1</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmySPCChinese2</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmySPCChinese3</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmySPCIndian1</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmySPCIndian2</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmySPCIndian3</Train>
		<Train row ='0' page ='19' column ='1'>ypConsulateArmySPCJapanese1</Train>
		<Train row ='0' page ='19' column ='2'>ypConsulateArmySPCJapanese2</Train>
		<Train row ='0' page ='19' column ='3'>ypConsulateArmySPCJapanese3</Train>
		<Tech row ='0' page ='20' column ='2'>ypBigSequesterGermans</Tech>
		<Tech row ='0' page ='21' column ='1'>ypConsulateOttomansInfantrySpeed</Tech>
		<Tech row ='0' page ='20' column ='2'>ypBigSequesterOttomans</Tech>
		<Tech row ='0' page ='20' column ='2'>ypBigSequesterPortuguese</Tech>
		<Tech row ='0' page ='21' column ='2'>ypConsulateGermansCoinTrickle</Tech>
		<Tech row ='0' page ='21' column ='1'>ypConsulateGermansWoodTrickle</Tech>
		<Tech row ='0' page ='20' column ='2'>ypBigSequesterSPCDutch</Tech>
		<Tech row ='0' page ='21' column ='2'>ypConsulateOttomansGunpowderSiege</Tech>
		<Tech row ='0' page ='20' column ='2'>ypBigSequester</Tech>
		<Tech row ='0' page ='20' column ='2'>ypBigSequesterBritish</Tech>
		<Tech row ='0' page ='20' column ='2'>ypBigSequesterDutch</Tech>
		<Tech row ='0' page ='20' column ='2'>ypBigSequesterSpanish</Tech>
		<Tech row ='0' page ='21' column ='0'>ypConsulateGermansFoodTrickle</Tech>
		<Tech row ='0' page ='21' column ='3'>ypConsulateFrenchBrigade</Tech>
		<Tech row ='0' page ='21' column ='3'>ypConsulateOttomansBrigade</Tech>
		<Tech row ='0' page ='21' column ='3'>ypConsulateDutchBrigade</Tech>
		<Tech row ='0' page ='21' column ='3'>ypConsulateBritishBrigade</Tech>
		<Tech row ='0' page ='21' column ='3'>ypConsulateGermansBrigade</Tech>
		<Tech row ='0' page ='21' column ='3'>ypConsulatePortugueseBrigade</Tech>
		<Tech row ='0' page ='21' column ='3'>ypConsulateSpanishBrigade</Tech>
		<Tech row ='0' page ='1' column ='2'>Howitzer</Tech>
		<Tech row ='0' page ='21' column ='1'>ypConsulateDutchSaloonWagon</Tech>
		<Tech row ='0' page ='21' column ='2'>ypConsulatePortugueseExpeditionaryFleet</Tech>
		<Tech row ='0' page ='21' column ='1'>ypConsulatePortugueseExplorationFleet</Tech>
		<Tech row ='0' page ='21' column ='1'>ypConsulateRussianFortWagon</Tech>
		<Tech row ='0' page ='21' column ='0'>ypConsulateOttomansSettlerCombat</Tech>
		<Tech row ='0' page ='21' column ='0'>ypConsulatePortugueseFishingFleet</Tech>
		<Tech row ='0' page ='21' column ='1'>ypConsulateSpanishEnhancedProfits</Tech>
		<Tech row ='0' page ='1' column ='0'>FieldGun</Tech>
		<Tech row ='0' page ='1' column ='3'>ImperialCannon</Tech>
		<Tech row ='0' page ='20' column ='2'>ypBigSequesterSPCIndia</Tech>
		<Tech row ='0' page ='21' column ='0'>ypConsulateSpanishFasterShipments</Tech>
		<Tech row ='0' page ='21' column ='2'>ypConsulateSpanishMercantilism</Tech>
		<Tech row ='0' page ='21' column ='2'>ypConsulateDutchArsenalWagon</Tech>
		<Tech row ='0' page ='21' column ='2'>ypConsulateRussianFactoryWagon</Tech>
		<Tech row ='0' page ='21' column ='0'>ypConsulateRussianOutpostWagon</Tech>
		<Tech row ='0' page ='21' column ='1'>ypConsulateFrenchWoodCrates</Tech>
		<Tech row ='0' page ='21' column ='1'>ypConsulateBritishRogersRangers</Tech>
		<Tech row ='0' page ='21' column ='0'>ypConsulateBritishRedcoats</Tech>
		<Tech row ='0' page ='21' column ='2'>ypConsulateBritishLifeGuards</Tech>
		<Tech row ='0' page ='21' column ='0'>ypConsulateFrenchFoodCrates</Tech>
		<Tech row ='0' page ='21' column ='2'>ypConsulateFrenchCoinCrates</Tech>
		<Tech row ='0' page ='21' column ='0'>ypConsulateDutchChurchWagon</Tech>
		<Tech row ='0' page ='18' column ='0'>ypPickConsulateTech</Tech>
		<Tech row ='0' page ='20' column ='2'>ypBigSequesterSPCJapan</Tech>
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		<Tech row ='0' page ='21' column ='0'>ypConsulateJapaneseMilitaryRickshaw</Tech>
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		<Tech row ='0' page ='20' column ='2'>ypBigSequesterRussians</Tech>
		<Tech row ='0' page ='20' column ='2'>ypBigSequesterSPCPortuguese</Tech>
		<Tech row ='0' page ='21' column ='3'>ypConsulateRussianBrigade</Tech>
		<Tech row ='0' page ='21' column ='1'>ypConsulateJapaneseMasterTraining</Tech>
		<Tech row ='0' page ='21' column ='3'>ypConsulateJapaneseMeijiRestoration</Tech>
		<Tech row ='0' page ='21' column ='2'>ypConsulateJapaneseKoujou</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
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		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Command page ='9' column ='0'>TacticTax0</Command>
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		<Command page ='9' column ='1'>TacticTax5</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>consulate.tactics</Tactics>
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	<Unit id ='923' name ='ypStableJapanese'>
		<DBID>1350</DBID>
		<DisplayNameID>60216</DisplayNameID>
		<EditorNameID>60217</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
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		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\stable\stable.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\stables\stables_icon</Icon>
		<PortraitIcon>buildings\stables\stables_portrait</PortraitIcon>
		<RolloverTextID>60215</RolloverTextID>
		<ShortRolloverTextID>60214</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
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		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>30</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractStables</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
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		<Tech row ='0' page ='1' column ='1'>YPExaltedYabusame</Tech>
		<Tech row ='0' page ='1' column ='0'>YPDisciplinedNaginataRider</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedNaginataRider</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredNaginataRider</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredYabusame</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='3'>Delete</Command>
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		<DBID>1351</DBID>
		<DisplayNameID>60220</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\sacred_field\sacred_field.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>livestockpen</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\sacred_field\sacredfield_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\sacred_field\sacredfield_icon_portrait</PortraitIcon>
		<RolloverTextID>60219</RolloverTextID>
		<ShortRolloverTextID>60218</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>10</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>125</Bounty>
		<BuildBounty>63</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<CarryCapacity resourcetype ='XP'>100</CarryCapacity>
		<InitialResource resourcetype ='XP'>999</InitialResource>
		<ResourceSubType>XP</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>10</GathererLimit>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>XP</UnitType>
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		<Tech row ='0' page ='1' column ='5'>SelectiveBreeding</Tech>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Tactics>sacredfield.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>8</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='925' name ='ypVillage'>
		<DBID>1353</DBID>
		<DisplayNameID>60227</DisplayNameID>
		<EditorNameID>60228</EditorNameID>
		<PopulationCapAddition>20</PopulationCapAddition>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\village\village.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\village\chinese_village_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\village\chinese_village_icon_portrait</PortraitIcon>
		<RolloverTextID>60226</RolloverTextID>
		<ShortRolloverTextID>60225</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>6</BuildLimit>
		<Bounty>80</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<CarryCapacity resourcetype ='Food'>100</CarryCapacity>
		<InitialResource resourcetype ='Food'>999</InitialResource>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>5</GathererLimit>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Food</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='0' column ='6'>ypWokouArmy</Train>
		<Train row ='0' page ='0' column ='0'>xpAenna</Train>
		<Train row ='0' page ='0' column ='2'>xpMusketWarrior</Train>
		<Train row ='0' page ='0' column ='1'>xpTomahawk</Train>
		<Train row ='0' page ='0' column ='0'>xpCoyoteMan</Train>
		<Train row ='0' page ='0' column ='1'>xpMacehualtin</Train>
		<Train row ='0' page ='0' column ='2'>xpPumaMan</Train>
		<Train row ='0' page ='0' column ='0'>xpColonialMilitia</Train>
		<Train row ='0' page ='0' column ='0'>xpWarBow</Train>
		<Train row ='0' page ='0' column ='1'>xpWarClub</Train>
		<Train row ='0' page ='0' column ='2'>xpWarRifle</Train>
		<Train row ='0' page ='0' column ='0'>xpSPCColonialMilitia</Train>
		<Train row ='0' page ='0' column ='0'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='5'>ypMandarinArmy</Train>
		<Train row ='0' page ='0' column ='0'>ypGoat</Train>
		<Tech row ='0' page ='1' column ='1'>ypVillagePopCapIncrease3</Tech>
		<Tech row ='0' page ='1' column ='1'>ypVillagePopCapIncrease</Tech>
		<Tech row ='0' page ='2' column ='0'>BigWarHutLacrosse</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionWarBows</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionWarRifles</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteCoyotemen</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteWarBows</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionWarClubs</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionCoyotemen</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteAennas</Tech>
		<Tech row ='0' page ='1' column ='1'>EliteTomahawks</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionTomahawk</Tech>
		<Tech row ='0' page ='2' column ='0'>BigWarHutBarometz</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionMacehualtins</Tech>
		<Tech row ='0' page ='1' column ='1'>EliteWarClubs</Tech>
		<Tech row ='0' page ='1' column ='2'>ElitePumaMen</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionMusketWarriors</Tech>
		<Tech row ='0' page ='2' column ='0'>BigWarHutWarDrums</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionPumaMen</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionAennas</Tech>
		<Tech row ='0' page ='1' column ='1'>EliteMacehualtins</Tech>
		<Tech row ='0' page ='1' column ='5'>SelectiveBreeding</Tech>
		<Tech row ='0' page ='1' column ='1'>ypVillagePopCapIncrease2</Tech>
		<Tech row ='0' page ='1' column ='1'>ypVillagePopCapIncrease4</Tech>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>Tracked</Flag>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>StartNativeDance</Command>
		<Command page ='1' column ='6'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='0' column ='4'>ypIrregulars</Command>
		<Command page ='0' column ='3'>ypPeasants</Command>
		<Tactics>village.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>5</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='926' name ='ypWarAcademy'>
		<DBID>1354</DBID>
		<DisplayNameID>60231</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\war_academy\war_academy.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\war_academy\china_waracademy_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\war_academy\china_waracademy_icon_portrait</PortraitIcon>
		<RolloverTextID>60230</RolloverTextID>
		<ShortRolloverTextID>60229</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>34</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>30</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractBarracks2</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>ypOldHanArmy</Train>
		<Train row ='0' page ='0' column ='1'>ypStandardArmy</Train>
		<Train row ='0' page ='0' column ='2'>ypMingArmy</Train>
		<Train row ='0' page ='0' column ='5'>ypImperialArmy</Train>
		<Train row ='0' page ='0' column ='4'>ypForbiddenArmy</Train>
		<Train row ='0' page ='0' column ='3'>ypTerritorialArmy</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Tech row ='0' page ='2' column ='1'>YPDisciplinedQiangPikeman</Tech>
		<Tech row ='0' page ='22' column ='2'>YPExaltedChangdao</Tech>
		<Tech row ='0' page ='2' column ='1'>YPHonoredQiangPikeman</Tech>
		<Tech row ='0' page ='22' column ='0'>YPDisciplinedSteppeRider</Tech>
		<Tech row ='0' page ='2' column ='1'>YPExaltedQiangPikeman</Tech>
		<Tech row ='0' page ='22' column ='3'>YPExaltedMeteorHammer</Tech>
		<Tech row ='0' page ='22' column ='2'>YPHonoredChangdao</Tech>
		<Tech row ='0' page ='22' column ='3'>YPHonoredMeteorHammer</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranStrelets</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialStrelets</Tech>
		<Tech row ='0' page ='1' column ='4'>FortifiedBlockhouse</Tech>
		<Tech row ='0' page ='1' column ='4'>FrontierBlockhouse</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardStrelets</Tech>
		<Tech row ='0' page ='2' column ='0'>YPDisciplinedChuKoNu</Tech>
		<Tech row ='0' page ='2' column ='2'>YPExaltedArquebusier</Tech>
		<Tech row ='0' page ='2' column ='0'>YPHonoredChuKoNu</Tech>
		<Tech row ='0' page ='2' column ='3'>YPExaltedIronFlail</Tech>
		<Tech row ='0' page ='2' column ='0'>YPExaltedChuKoNu</Tech>
		<Tech row ='0' page ='2' column ='3'>YPHonoredIronFlail</Tech>
		<Tech row ='0' page ='1' column ='2'>VeteranMusketeers</Tech>
		<Tech row ='0' page ='1' column ='1'>VeteranPikemen</Tech>
		<Tech row ='0' page ='1' column ='3'>GuardHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardMusketeers</Tech>
		<Tech row ='0' page ='1' column ='3'>ImperialHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialMusketeers</Tech>
		<Tech row ='0' page ='22' column ='1'>YPDisciplinedKeshik</Tech>
		<Tech row ='0' page ='22' column ='1'>YPExaltedKeshik</Tech>
		<Tech row ='0' page ='2' column ='2'>YPHonoredArquebusier</Tech>
		<Tech row ='0' page ='22' column ='1'>YPHonoredKeshik</Tech>
		<Tech row ='0' page ='22' column ='0'>YPExaltedSteppeRider</Tech>
		<Tech row ='0' page ='22' column ='0'>YPHonoredSteppeRider</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='3'>Delete</Command>
	</Unit>
	<Unit id ='927' name ='ypBarracksJapanese'>
		<DBID>1356</DBID>
		<DisplayNameID>60237</DisplayNameID>
		<EditorNameID>62920</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\bansho\bansho.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\asian_civs\barracks\japan_barracks_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\barracks\japan_barracks_icon_portrait</PortraitIcon>
		<RolloverTextID>60236</RolloverTextID>
		<ShortRolloverTextID>60235</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractBarracks2</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Rodelero</Train>
		<Train row ='0' page ='0' column ='2'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Musketeer</Train>
		<Train row ='0' page ='0' column ='4'>Janissary</Train>
		<Train row ='0' page ='0' column ='5'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='2'>Boneguard</Train>
		<Train row ='0' page ='0' column ='2'>BoneguardAge2</Train>
		<Train row ='0' page ='0' column ='0'>ypYumi</Train>
		<Train row ='0' page ='0' column ='2'>ypKensei</Train>
		<Train row ='0' page ='0' column ='1'>ypAshigaru</Train>
		<Train row ='0' page ='0' column ='5'>MercRonin</Train>
		<Tech row ='0' page ='1' column ='2'>YPDisciplinedSamurai</Tech>
		<Tech row ='0' page ='1' column ='2'>YPHonoredSamurai</Tech>
		<Tech row ='0' page ='1' column ='2'>YPExaltedSamurai</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedYumi</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialEspada</Tech>
		<Tech row ='0' page ='1' column ='4'>VeteranMusketeers</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialNeedleGun</Tech>
		<Tech row ='0' page ='1' column ='5'>GuardSkirmishers</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranCrossbowmen</Tech>
		<Tech row ='0' page ='1' column ='2'>RGNassausLinearTactics</Tech>
		<Tech row ='0' page ='1' column ='5'>GuardCacadores</Tech>
		<Tech row ='0' page ='1' column ='5'>RGVoltigeur</Tech>
		<Tech row ='0' page ='1' column ='1'>VeteranPikemen</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialSkirmishers</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialVoltigeur</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialTercio</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialCacadores</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialMusketeers</Tech>
		<Tech row ='0' page ='1' column ='2'>VeteranRodeleros</Tech>
		<Tech row ='0' page ='1' column ='2'>VeteranDopplesoldners</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='4'>GuardMusketeers</Tech>
		<Tech row ='0' page ='1' column ='4'>RGRedcoats</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardRodeleros</Tech>
		<Tech row ='0' page ='1' column ='1'>RGTercio</Tech>
		<Tech row ='0' page ='1' column ='4'>RGGuerreiros</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialDopplesoldner</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialJanissaries</Tech>
		<Tech row ='0' page ='1' column ='4'>VeteranJanissaries</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialGuerreiros</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardDopplesoldners</Tech>
		<Tech row ='0' page ='1' column ='5'>RGPrussianNeedleGun</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='4'>GuardJanissaries</Tech>
		<Tech row ='0' page ='1' column ='2'>RGEspadachins</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialNassauers</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialRedcoat</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredYumi</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredAshigaru</Tech>
		<Tech row ='0' page ='1' column ='1'>YPExaltedAshigaru</Tech>
		<Tech row ='0' page ='1' column ='1'>YPDisciplinedAshigaru</Tech>
		<Tech row ='0' page ='1' column ='0'>YPDisciplinedYumi</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id ='928' name ='ypSettlerAsian'>
		<DBID>1358</DBID>
		<DisplayNameID>60245</DisplayNameID>
		<EditorNameID>60246</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\villagers\villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\shared\villager\peasant_icon</Icon>
		<PortraitIcon>units\asians\shared\villager\peasant_icon_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>60244</RolloverTextID>
		<ShortRolloverTextID>60243</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<Train row ='0' page ='6' column ='2'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='3'>TownCenter</Train>
		<Train row ='0' page ='1' column ='3'>TownCenter</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata2</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha5</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0'>Outpost</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='4'>YPLivestockPenAsian</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='FirePit'>1</Rate>
			<Rate type ='House'>1</Rate>
			<Rate type ='ypMonastery'>1</Rate>
			<Rate type ='AbstractWonder'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='FirePit'>0.1</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.340000</Rate>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypGroveBuilding'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='929' name ='ypHouseIndian'>
		<DBID>1360</DBID>
		<DisplayNameID>60276</DisplayNameID>
		<EditorNameID>60277</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\house_indian\house_indian.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\house_indian\house_indian_icon</Icon>
		<PortraitIcon>buildings\asian_civs\house_indian\house_indian_icon_portrait</PortraitIcon>
		<RolloverTextID>60275</RolloverTextID>
		<ShortRolloverTextID>60274</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>10</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>30</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Wood'>80</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>house.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='LogicalTypeHealed'>5</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='930' name ='ypFlameThrower'>
		<DBID>1374</DBID>
		<DisplayNameID>60333</DisplayNameID>
		<EditorNameID>60334</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.2500</MaxVelocity>
		<MaxRunVelocity>6.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\asians\chinese\flame_thrower\flame_thrower.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\chinese\flame_thrower\flame_thrower_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\flame_thrower\flame_thrower_icon_portrait</PortraitIcon>
		<RolloverTextID>60332</RolloverTextID>
		<ShortRolloverTextID>60331</ShortRolloverTextID>
		<InitialHitpoints>210</InitialHitpoints>
		<MaxHitpoints>210</MaxHitpoints>
		<LOS>14</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>34</Bounty>
		<BuildBounty>34</BuildBounty>
		<Cost resourcetype ='Wood'>170</Cost>
		<Cost resourcetype ='Gold'>170</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.6500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>flamethrower.tactics</Tactics>
		<ProtoAction>
			<Name>FlameAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>10</MaxRange>
			<ROF>0.5</ROF>
			<DamageCap>20</DamageCap>
			<DamageBonus type ='AbstractInfantry'>6</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>4</DamageBonus>
			<DamageBonus type ='Ship'>6</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.600000</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='931' name ='YPBarracksIndian'>
		<DBID>1378</DBID>
		<DisplayNameID>60376</DisplayNameID>
		<EditorNameID>60377</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\barracks\barracks.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\asian_civs\barracks\india_barracks_icon</Icon>
		<PortraitIcon>buildings\asian_civs\barracks\india_barracks_icon_portrait</PortraitIcon>
		<RolloverTextID>60375</RolloverTextID>
		<ShortRolloverTextID>60374</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractBarracks2</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Rodelero</Train>
		<Train row ='0' page ='0' column ='2'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Musketeer</Train>
		<Train row ='0' page ='0' column ='4'>Janissary</Train>
		<Train row ='0' page ='0' column ='5'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='2'>Boneguard</Train>
		<Train row ='0' page ='0' column ='2'>BoneguardAge2</Train>
		<Train row ='0' page ='0' column ='1'>ypUrumi</Train>
		<Train row ='0' page ='0' column ='0'>ypRajput</Train>
		<Train row ='0' page ='0' column ='1'>ypSepoy</Train>
		<Train row ='0' page ='0' column ='2'>ypNatMercGurkha</Train>
		<Tech row ='0' page ='1' column ='0'>YPDisciplinedRajput</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredRajput</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialEspada</Tech>
		<Tech row ='0' page ='1' column ='4'>VeteranMusketeers</Tech>
		<Tech row ='0' page ='1' column ='1'>YPExaltedSepoy</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='4'>GuardJanissaries</Tech>
		<Tech row ='0' page ='1' column ='2'>RGEspadachins</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialNassauers</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialRedcoat</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialNeedleGun</Tech>
		<Tech row ='0' page ='1' column ='5'>GuardSkirmishers</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranCrossbowmen</Tech>
		<Tech row ='0' page ='1' column ='2'>RGNassausLinearTactics</Tech>
		<Tech row ='0' page ='1' column ='5'>GuardCacadores</Tech>
		<Tech row ='0' page ='1' column ='5'>RGVoltigeur</Tech>
		<Tech row ='0' page ='1' column ='1'>VeteranPikemen</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='4'>VeteranJanissaries</Tech>
		<Tech row ='0' page ='1' column ='2'>VeteranRodeleros</Tech>
		<Tech row ='0' page ='1' column ='2'>VeteranDopplesoldners</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='4'>GuardMusketeers</Tech>
		<Tech row ='0' page ='1' column ='4'>RGRedcoats</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardRodeleros</Tech>
		<Tech row ='0' page ='1' column ='1'>RGTercio</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialHalberdiers</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialJanissaries</Tech>
		<Tech row ='0' page ='1' column ='0'>ImperialLongbowmen</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialSkirmishers</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialVoltigeur</Tech>
		<Tech row ='0' page ='1' column ='1'>ImperialTercio</Tech>
		<Tech row ='0' page ='1' column ='5'>ImperialCacadores</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialMusketeers</Tech>
		<Tech row ='0' page ='1' column ='4'>RGGuerreiros</Tech>
		<Tech row ='0' page ='1' column ='2'>ImperialDopplesoldner</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialGuerreiros</Tech>
		<Tech row ='0' page ='1' column ='2'>GuardDopplesoldners</Tech>
		<Tech row ='0' page ='1' column ='5'>RGPrussianNeedleGun</Tech>
		<Tech row ='0' page ='1' column ='2'>YPExaltedGurkha</Tech>
		<Tech row ='0' page ='1' column ='2'>YPDisciplinedGurkha</Tech>
		<Tech row ='0' page ='1' column ='2'>YPHonoredGurkha</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedRajput</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredSepoy</Tech>
		<Tech row ='0' page ='1' column ='1'>YPDisciplinedSepoy</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id ='932' name ='YPDockAsian'>
		<DBID>1379</DBID>
		<DisplayNameID>60380</DisplayNameID>
		<EditorNameID>60381</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<AnimFile>buildings\asian_civs\dock\dock.xml</AnimFile>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dock</PhysicsInfo>
		<PlacementFile>dock.xml</PlacementFile>
		<Icon>buildings\asian_civs\dock\india_dock_icon</Icon>
		<PortraitIcon>buildings\asian_civs\dock\india_dock_icon_potrait</PortraitIcon>
		<RolloverTextID>60379</RolloverTextID>
		<ShortRolloverTextID>60378</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>34</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>80</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractDock</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='6'>ypMarathanCatamaran</Train>
		<Train row ='0' page ='0' column ='6'>ypWokouJunk</Train>
		<Train row ='0' page ='0' column ='0'>FishingBoat</Train>
		<Train row ='0' page ='0' column ='1'>Caravel</Train>
		<Train row ='0' page ='0' column ='2'>Galleon</Train>
		<Train row ='0' page ='0' column ='3'>Frigate</Train>
		<Train row ='0' page ='0' column ='4'>Monitor</Train>
		<Train row ='0' page ='0' column ='5'>SPCFireship</Train>
		<Train row ='0' page ='0' column ='2'>Fluyt</Train>
		<Train row ='0' page ='0' column ='6'>Canoe</Train>
		<Train row ='0' page ='0' column ='7'>xpWarCanoe</Train>
		<Train row ='0' page ='0' column ='8'>xpTlalocCanoe</Train>
		<Train row ='0' page ='0' column ='2'>ypWarJunk</Train>
		<Train row ='0' page ='0' column ='1'>Galley</Train>
		<Train row ='0' page ='0' column ='1'>ypFireship</Train>
		<Train row ='0' page ='0' column ='3'>ypFuchuan</Train>
		<Train row ='0' page ='0' column ='1'>ypFune</Train>
		<Train row ='0' page ='0' column ='2'>ypAtakabune</Train>
		<Train row ='0' page ='0' column ='3'>ypTekkousen</Train>
		<Train row ='0' page ='0' column ='0'>ypFishingBoatAsian</Train>
		<Tech row ='0' page ='1' column ='3'>YPExaltedTekkousen</Tech>
		<Tech row ='0' page ='1' column ='3'>YPExaltedFuchuan</Tech>
		<Tech row ='0' page ='1' column ='3'>ypImperialManOWar</Tech>
		<Tech row ='0' page ='1' column ='4'>ypImperialMonitors</Tech>
		<Tech row ='0' page ='1' column ='4'>ImperialMonitors</Tech>
		<Tech row ='0' page ='1' column ='0'>GillNets</Tech>
		<Tech row ='0' page ='1' column ='0'>LongLines</Tech>
		<Tech row ='0' page ='2' column ='0'>BigDockFlamingArrows</Tech>
		<Tech row ='0' page ='2' column ='0'>BigDockRawhideCovers</Tech>
		<Tech row ='0' page ='2' column ='0'>BigDockCipactli</Tech>
		<Tech row ='0' page ='1' column ='1'>ArmorPlating</Tech>
		<Tech row ='0' page ='1' column ='2'>Carronade</Tech>
		<Tech row ='0' page ='1' column ='2'>PercussionLocks</Tech>
		<Tech row ='0' page ='1' column ='5'>ShipHowitzers</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>SnapPlacement</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>FishingBoat</Contain>
		<Contain>xpWarCanoe</Contain>
		<Contain>xpTlalocCanoe</Contain>
		<Contain>Canoe</Contain>
		<Contain>ypFishingBoatAsian</Contain>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='1'>SetGatherPointMilitary</Command>
		<Tactics>dock.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>32</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type ='Ship'>10</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='933' name ='YPLivestockPenAsian'>
		<DBID>1380</DBID>
		<DisplayNameID>60384</DisplayNameID>
		<EditorNameID>60385</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\livestock_pen\livestock_pen.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>livestockpen</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\livestock pen\livestock_pen_icon</Icon>
		<PortraitIcon>buildings\livestock pen\livestock_pen_portrait</PortraitIcon>
		<RolloverTextID>60383</RolloverTextID>
		<ShortRolloverTextID>60382</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>10</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>100</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<CarryCapacity resourcetype ='Food'>100</CarryCapacity>
		<InitialResource resourcetype ='Food'>999</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>10</GathererLimit>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<Train row ='0' page ='0' column ='0'>Sheep</Train>
		<Tech row ='0' page ='1' column ='5'>SelectiveBreeding</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
	</Unit>
	<Unit id ='934' name ='YPOutpostAsian'>
		<DBID>1382</DBID>
		<DisplayNameID>60392</DisplayNameID>
		<EditorNameID>60393</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\japanese_outpost\spc_japanese_outpost.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\spc\japanese_outpost\asian_outpost_icon</Icon>
		<PortraitIcon>buildings\asian_civs\spc\japanese_outpost\asian_outpost_icon_portrait</PortraitIcon>
		<RolloverTextID>60391</RolloverTextID>
		<ShortRolloverTextID>60390</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70</Bounty>
		<BuildBounty>35</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>AbstractVillager</Contain>
		<Command page ='1' column ='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command>CancelNativeDance</Command>
		<Command>StartNativeDance</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='935' name ='YPCoveredWagonAsian'>
		<DBID>1383</DBID>
		<DisplayNameID>60396</DisplayNameID>
		<EditorNameID>60397</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\chinese_town_center_wagon_icon_64</Icon>
		<MinimapIcon>ui\minimap\s</MinimapIcon>
		<PortraitIcon>units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>60395</RolloverTextID>
		<ShortRolloverTextID>60394</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>TCBuildLimit</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TownCenter'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='936' name ='YPVillageWagon'>
		<DBID>1384</DBID>
		<DisplayNameID>60402</DisplayNameID>
		<EditorNameID>60403</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\chinese_town_center_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>60401</RolloverTextID>
		<ShortRolloverTextID>60400</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>TCBuildLimit</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypVillage'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='937' name ='ypWokou'>
		<DBID>1385</DBID>
		<DisplayNameID>60536</DisplayNameID>
		<EditorNameID>60537</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\asians\mercenaries\wokou_pirate\wokou_pirate.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_portrait</PortraitIcon>
		<RolloverTextID>60535</RolloverTextID>
		<ShortRolloverTextID>60534</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9</Bounty>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='938' name ='YPPetTiger'>
		<DBID>1388</DBID>
		<DisplayNameID>60749</DisplayNameID>
		<EditorNameID>60750</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\tiger\tiger.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\tiger\tiger_icon_64</Icon>
		<PortraitIcon>units\animals\tiger\tiger_icon_portrait</PortraitIcon>
		<RolloverTextID>60748</RolloverTextID>
		<ShortRolloverTextID>60747</ShortRolloverTextID>
		<InitialHitpoints>140</InitialHitpoints>
		<MaxHitpoints>140</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>13</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>13</Bounty>
		<BuildBounty>13</BuildBounty>
		<Cost resourcetype ='Food'>135</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.200000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='939' name ='YPPetRhino'>
		<DBID>1389</DBID>
		<DisplayNameID>60753</DisplayNameID>
		<EditorNameID>60754</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\rhino\rhino.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\rhino\rhino_icon_64</Icon>
		<PortraitIcon>units\animals\rhino\rhino_icon_portrait</PortraitIcon>
		<RolloverTextID>60752</RolloverTextID>
		<ShortRolloverTextID>60751</ShortRolloverTextID>
		<InitialHitpoints>270</InitialHitpoints>
		<MaxHitpoints>270</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>13</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>25</Bounty>
		<BuildBounty>25</BuildBounty>
		<Cost resourcetype ='Food'>250</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='940' name ='ypMercIronTroop'>
		<DBID>1391</DBID>
		<DisplayNameID>60771</DisplayNameID>
		<EditorNameID>60772</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\iron_troop\iron_troop.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\iron_troop\iron_troop_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\iron_troop\iron_troop_icon_portrait</PortraitIcon>
		<RolloverTextID>60770</RolloverTextID>
		<ShortRolloverTextID>60769</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.6000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='941' name ='ypMercFlailiphant'>
		<DBID>1392</DBID>
		<DisplayNameID>60775</DisplayNameID>
		<EditorNameID>60776</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\flail_elephant\flail_elephant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\mercenaries\flail_elephant\flail_elephant_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\flail_elephant\flail_elephant_icon_portrait</PortraitIcon>
		<RolloverTextID>60774</RolloverTextID>
		<ShortRolloverTextID>60773</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>43</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHandElephant</UnitType>
		<UnitType>AbstractMercFlailiphant</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>flailElephant.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>140</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>130</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>28</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>28</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>4</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='942' name ='ypNatRattanShield'>
		<DBID>1395</DBID>
		<DisplayNameID>60787</DisplayNameID>
		<EditorNameID>60788</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Shaolin</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\rattan_shield\rattan_shield.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\natives\rattan_shield\shield_rattan_icon</Icon>
		<PortraitIcon>units\asians\natives\rattan_shield\shield_rattan_icon_portrait</PortraitIcon>
		<RolloverTextID>60786</RolloverTextID>
		<ShortRolloverTextID>60785</ShortRolloverTextID>
		<InitialHitpoints>185</InitialHitpoints>
		<MaxHitpoints>185</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>23</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>11</Bounty>
		<BuildBounty>11</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='943' name ='ypYamabushi'>
		<DBID>1396</DBID>
		<DisplayNameID>60791</DisplayNameID>
		<EditorNameID>60792</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\yamabushi\yamabushi.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\natives\yamabushi\yamabushi_icon_64</Icon>
		<PortraitIcon>units\asians\natives\yamabushi\yamabushi_icon_portrait</PortraitIcon>
		<RolloverTextID>60790</RolloverTextID>
		<ShortRolloverTextID>60789</ShortRolloverTextID>
		<InitialHitpoints>140</InitialHitpoints>
		<MaxHitpoints>140</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>9</Bounty>
		<BuildBounty>9</BuildBounty>
		<Cost resourcetype ='Food'>45</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='944' name ='ypNatTigerClaw'>
		<DBID>1398</DBID>
		<DisplayNameID>60799</DisplayNameID>
		<EditorNameID>60800</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Bhakti</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\tiger_claw\tiger_claw.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\natives\tiger_claw\tiger_claw_icon_64</Icon>
		<PortraitIcon>units\asians\natives\tiger_claw\Tiger_claw_icon_portrait</PortraitIcon>
		<RolloverTextID>60798</RolloverTextID>
		<ShortRolloverTextID>60797</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>18</BuildLimit>
		<Bounty>11</Bounty>
		<BuildBounty>11</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Wood'>50</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>13</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>18</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='945' name ='ypNatConquistador'>
		<DBID>1399</DBID>
		<DisplayNameID>60803</DisplayNameID>
		<EditorNameID>60804</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Jesuit</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\conquistador\conquistador_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\natives\conquistador\conquistador_icon_64</Icon>
		<PortraitIcon>units\asians\natives\conquistador\conquistador_icon_portrait</PortraitIcon>
		<RolloverTextID>60802</RolloverTextID>
		<ShortRolloverTextID>60801</ShortRolloverTextID>
		<InitialHitpoints>180</InitialHitpoints>
		<MaxHitpoints>180</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>16</Bounty>
		<BuildBounty>16</BuildBounty>
		<Cost resourcetype ='Food'>85</Cost>
		<Cost resourcetype ='Wood'>70</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='946' name ='ypSepoy'>
		<DBID>1400</DBID>
		<DisplayNameID>60807</DisplayNameID>
		<EditorNameID>60808</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\sepoy\sepoy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\natives\sepoy\sepoy_icon_64</Icon>
		<PortraitIcon>units\asians\natives\sepoy\sepoy_icon_portrait</PortraitIcon>
		<RolloverTextID>60806</RolloverTextID>
		<ShortRolloverTextID>60805</ShortRolloverTextID>
		<InitialHitpoints>190</InitialHitpoints>
		<MaxHitpoints>190</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>90</Cost>
		<Cost resourcetype ='Gold'>30</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractSepoy</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='947' name ='ypNatChakram'>
		<DBID>1401</DBID>
		<DisplayNameID>60811</DisplayNameID>
		<EditorNameID>60812</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Udasi</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\chakram\chakram.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\natives\chakram\chakram_icon_64</Icon>
		<PortraitIcon>units\asians\natives\chakram\chakram_icon_portrait</PortraitIcon>
		<RolloverTextID>60810</RolloverTextID>
		<ShortRolloverTextID>60809</ShortRolloverTextID>
		<InitialHitpoints>165</InitialHitpoints>
		<MaxHitpoints>165</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>ypChakram</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Wood'>50</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>chakram.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RingAttack</Name>
			<Damage>18</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
			<DamageCap>36</DamageCap>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='948' name ='ypNatWarElephant'>
		<DBID>1402</DBID>
		<DisplayNameID>60815</DisplayNameID>
		<EditorNameID>60816</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Sufi</SubCiv>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\war_elephant\war_elephant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\natives\war_elephant\war_elephant_icon_64</Icon>
		<PortraitIcon>units\asians\natives\war_elephant\war_elephant_icon_portrait</PortraitIcon>
		<RolloverTextID>60814</RolloverTextID>
		<ShortRolloverTextID>60813</ShortRolloverTextID>
		<InitialHitpoints>425</InitialHitpoints>
		<MaxHitpoints>425</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>6</BuildLimit>
		<Bounty>28</Bounty>
		<BuildBounty>28</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<Cost resourcetype ='Wood'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandElephant</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>warelephant.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>72</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageArea>2</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='949' name ='ypMercYojimbo'>
		<DBID>1403</DBID>
		<DisplayNameID>60819</DisplayNameID>
		<EditorNameID>60820</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.8000</MaxVelocity>
		<MaxRunVelocity>8.8000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\yojimbo\yojimbo_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\mercenaries\yojimbo\yojimbo_icon</Icon>
		<PortraitIcon>units\asians\mercenaries\yojimbo\yojimbo_icon_portrait</PortraitIcon>
		<RolloverTextID>60818</RolloverTextID>
		<ShortRolloverTextID>60817</ShortRolloverTextID>
		<InitialHitpoints>540</InitialHitpoints>
		<MaxHitpoints>540</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Gold'>400</Cost>
		<ScoreValue>28</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>yojimbo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>1.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractCoyoteMan'>1.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>116</DamageCap>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractCoyoteMan'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='950' name ='ypPetKomodoDragon'>
		<DBID>1409</DBID>
		<DisplayNameID>60863</DisplayNameID>
		<EditorNameID>60864</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\monitor_lizard\monitor_lizard.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\monitor_lizard\monitor_lizard_icon_64</Icon>
		<PortraitIcon>units\animals\monitor_lizard\monitor_lizard_icon_portrait</PortraitIcon>
		<RolloverTextID>60862</RolloverTextID>
		<ShortRolloverTextID>60861</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>11</Bounty>
		<BuildBounty>11</BuildBounty>
		<Cost resourcetype ='Food'>110</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='951' name ='YPRicePaddyWagon'>
		<DBID>1411</DBID>
		<DisplayNameID>60904</DisplayNameID>
		<EditorNameID>60905</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\shared\wagon\orchard_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\rickshaw\unit_chinese_grove_rickshaw_icon_64</Icon>
		<PortraitIcon>units\asians\shared\rickshaw\unit_chinese_grove_rickshaw_icon_portrait</PortraitIcon>
		<RolloverTextID>60903</RolloverTextID>
		<ShortRolloverTextID>60902</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='6' column ='0'>ypRicePaddy</Train>
		<Train row ='0' page ='6' column ='0'>Mill</Train>
		<Train row ='0' page ='6' column ='0'>Farm</Train>
		<Train row ='0' page ='6' column ='1'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>TCBuildLimit</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypRicePaddy'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='952' name ='ypAtakabune'>
		<DBID>1419</DBID>
		<DisplayNameID>61064</DisplayNameID>
		<EditorNameID>61065</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4</TurnRate>
		<AnimFile>units\asians\naval\atakabune\atakabune.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\atakabune\atakebune_icon_64</Icon>
		<PortraitIcon>units\asians\naval\atakabune\atakebune_icon_portrait</PortraitIcon>
		<RolloverTextID>61063</RolloverTextID>
		<ShortRolloverTextID>61062</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='2'>Halberdier</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='4'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='4'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='0'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Musketeer</Train>
		<Train row ='0' page ='0' column ='9'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>Grenadier</Train>
		<Train row ='0' page ='0' column ='2'>ypAshigaru</Train>
		<Train row ='0' page ='0' column ='3'>ypKensei</Train>
		<Train row ='0' page ='0' column ='4'>ypNaginataRider</Train>
		<Train row ='0' page ='0' column ='5'>ypYabusame</Train>
		<Train row ='0' page ='0' column ='0'>ypYumi</Train>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>fluyt.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>2</ROF>
			<DamageCap>70</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='953' name ='ypFune'>
		<DBID>1421</DBID>
		<DisplayNameID>61072</DisplayNameID>
		<EditorNameID>61073</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>9</MaxVelocity>
		<MaxRunVelocity>11</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4</TurnRate>
		<AnimFile>units\asians\naval\fune\fune_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\fune\fune_icon_64</Icon>
		<PortraitIcon>units\asians\naval\fune\fune_icon_portrait</PortraitIcon>
		<RolloverTextID>61071</RolloverTextID>
		<ShortRolloverTextID>61070</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>25</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractFish'>0.670000</Rate>
			<Rate type ='AbstractWhale'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='954' name ='ypFireship'>
		<DBID>1422</DBID>
		<DisplayNameID>61076</DisplayNameID>
		<EditorNameID>61077</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>9</MaxVelocity>
		<MaxRunVelocity>11</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4</TurnRate>
		<AnimFile>units\asians\naval\fire_ship\fire_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\fire_ship\fire_ship_icon_64</Icon>
		<PortraitIcon>units\asians\naval\fire_ship\fire_ship_icon_portrait</PortraitIcon>
		<RolloverTextID>61075</RolloverTextID>
		<ShortRolloverTextID>61074</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>40</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>fireship.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>500</Damage>
			<DamageType>Siege</DamageType>
			<DamageCap>1500</DamageCap>
			<DamageBonus type ='Building'>2.500000</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='955' name ='ypSocketJesuit'>
		<DBID>1423</DBID>
		<DisplayNameID>61086</DisplayNameID>
		<EditorNameID>61087</EditorNameID>
		<SubCiv>Jesuit</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>buildings\native_settlement\native_jesuit_site_icon_portrait</PortraitIcon>
		<RolloverTextID>61085</RolloverTextID>
		<ShortRolloverTextID>61084</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='956' name ='ypSocketZen'>
		<DBID>1424</DBID>
		<DisplayNameID>61090</DisplayNameID>
		<EditorNameID>61091</EditorNameID>
		<SubCiv>Zen</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\zen_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>buildings\native_settlement\native_zen_site_icon_portrait</PortraitIcon>
		<RolloverTextID>61089</RolloverTextID>
		<ShortRolloverTextID>61088</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='957' name ='ypSocketBhakti'>
		<DBID>1425</DBID>
		<DisplayNameID>61094</DisplayNameID>
		<EditorNameID>61095</EditorNameID>
		<SubCiv>Bhakti</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\bhakti_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>buildings\native_settlement\native_bhakti_site_icon_portrait</PortraitIcon>
		<RolloverTextID>61093</RolloverTextID>
		<ShortRolloverTextID>61092</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='958' name ='ypSocketUdasi'>
		<DBID>1426</DBID>
		<DisplayNameID>61098</DisplayNameID>
		<EditorNameID>61099</EditorNameID>
		<SubCiv>Udasi</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\udasi_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>buildings\native_settlement\native_udasi_site_icon_portrait</PortraitIcon>
		<RolloverTextID>61097</RolloverTextID>
		<ShortRolloverTextID>61096</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='959' name ='ypSocketShaolin'>
		<DBID>1427</DBID>
		<DisplayNameID>61102</DisplayNameID>
		<EditorNameID>61103</EditorNameID>
		<SubCiv>Shaolin</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\shaolin_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>buildings\native_settlement\native_shaolin_site_icon_portrait</PortraitIcon>
		<RolloverTextID>61101</RolloverTextID>
		<ShortRolloverTextID>61100</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='960' name ='ypSocketSufi'>
		<DBID>1428</DBID>
		<DisplayNameID>61106</DisplayNameID>
		<EditorNameID>61107</EditorNameID>
		<SubCiv>Sufi</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\sufi_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>buildings\native_settlement\native_sufi_site_icon_portrait</PortraitIcon>
		<RolloverTextID>61105</RolloverTextID>
		<ShortRolloverTextID>61104</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='961' name ='ypNatMercGurkha'>
		<DBID>1430</DBID>
		<DisplayNameID>61271</DisplayNameID>
		<EditorNameID>61272</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\gurkha\gurkha.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\natives\gurkha\gurkha_icon_64</Icon>
		<PortraitIcon>units\asians\natives\gurkha\gurkha_icon_portrait</PortraitIcon>
		<RolloverTextID>61270</RolloverTextID>
		<ShortRolloverTextID>61269</ShortRolloverTextID>
		<InitialHitpoints>115</InitialHitpoints>
		<MaxHitpoints>115</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>20</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>70</Cost>
		<Cost resourcetype ='Gold'>50</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractGurkha</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='962' name ='ypArsenalWagon'>
		<DBID>1433</DBID>
		<DisplayNameID>61363</DisplayNameID>
		<EditorNameID>61364</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_outpost.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>61362</RolloverTextID>
		<ShortRolloverTextID>61361</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<Train row ='0' page ='6' column ='0'>ypArsenalAsian</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Arsenal'>3</Rate>
			<Rate type ='ypArsenalAsian'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='963' name ='ypBankAsian'>
		<DBID>1434</DBID>
		<DisplayNameID>61368</DisplayNameID>
		<EditorNameID>61369</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\bank\bank.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\bank\bank_icon</Icon>
		<PortraitIcon>buildings\bank\bank_portrait</PortraitIcon>
		<RolloverTextID>61367</RolloverTextID>
		<ShortRolloverTextID>61366</ShortRolloverTextID>
		<InitialHitpoints>4000</InitialHitpoints>
		<MaxHitpoints>4000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>30</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>280</Bounty>
		<Cost resourcetype ='Food'>350</Cost>
		<Cost resourcetype ='Wood'>350</Cost>
		<InitialResource resourcetype ='Gold'>10</InitialResource>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>Autogather</Name>
			<Rate type ='Gold'>2.750000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='964' name ='ypArsenalAsian'>
		<DBID>1435</DBID>
		<DisplayNameID>61372</DisplayNameID>
		<EditorNameID>61373</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\arsenal\arsenal.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\arsenal\arsenal_icon</Icon>
		<PortraitIcon>buildings\arsenal\arsenal_portrait</PortraitIcon>
		<RolloverTextID>61371</RolloverTextID>
		<ShortRolloverTextID>61370</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>100</Bounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='2' column ='1'>Bayonet</Tech>
		<Tech row ='0' page ='2' column ='0'>Rifling</Tech>
		<Tech row ='0' page ='2' column ='0'>InfantryBreastplate</Tech>
		<Tech row ='0' page ='4' column ='0'>CavalryCuirass</Tech>
		<Tech row ='0' page ='5' column ='1'>GunnersQuadrant</Tech>
		<Tech row ='0' page ='5' column ='2'>HeatedShot</Tech>
		<Tech row ='0' page ='4' column ='1'>Caracole</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='965' name ='ypTradeCart'>
		<DBID>1436</DBID>
		<DisplayNameID>61376</DisplayNameID>
		<EditorNameID>61377</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.49</ObstructionRadiusZ>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\japanese\trade_cart\trade_cart.xml</AnimFile>
		<Icon>units\asians\shared\rickshaw\rickshaw2_icon</Icon>
		<PortraitIcon>units\asians\shared\rickshaw\rickshaw2_icon_portrait</PortraitIcon>
		<RolloverTextID>61375</RolloverTextID>
		<ShortRolloverTextID>61374</ShortRolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<TrainPoints>30</TrainPoints>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='966' name ='ypNatMercChakram'>
		<DBID>1437</DBID>
		<DisplayNameID>61382</DisplayNameID>
		<EditorNameID>61383</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\chakram\chakram.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\natives\chakram\chakram_icon_64</Icon>
		<PortraitIcon>units\asians\natives\chakram\chakram_icon_portrait</PortraitIcon>
		<RolloverTextID>61381</RolloverTextID>
		<ShortRolloverTextID>61380</ShortRolloverTextID>
		<InitialHitpoints>165</InitialHitpoints>
		<MaxHitpoints>165</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>ypChakram</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>24</BuildLimit>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Wood'>50</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>chakram.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RingAttack</Name>
			<Damage>18</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10</MaxRange>
			<ROF>3</ROF>
			<DamageCap>36</DamageCap>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='967' name ='ypNatMercConquistador'>
		<DBID>1438</DBID>
		<DisplayNameID>61386</DisplayNameID>
		<EditorNameID>61387</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\conquistador\conquistador_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\natives\conquistador\conquistador_icon_64</Icon>
		<PortraitIcon>units\asians\natives\conquistador\conquistador_icon_portrait</PortraitIcon>
		<RolloverTextID>61385</RolloverTextID>
		<ShortRolloverTextID>61384</ShortRolloverTextID>
		<InitialHitpoints>180</InitialHitpoints>
		<MaxHitpoints>180</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>24</BuildLimit>
		<Bounty>16</Bounty>
		<BuildBounty>16</BuildBounty>
		<Cost resourcetype ='Food'>85</Cost>
		<Cost resourcetype ='Wood'>70</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='968' name ='ypNatMercRattanShield'>
		<DBID>1439</DBID>
		<DisplayNameID>61390</DisplayNameID>
		<EditorNameID>61391</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\rattan_shield\rattan_shield.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\natives\rattan_shield\shield_rattan_icon</Icon>
		<PortraitIcon>units\asians\natives\rattan_shield\shield_rattan_icon_portrait</PortraitIcon>
		<RolloverTextID>61389</RolloverTextID>
		<ShortRolloverTextID>61388</ShortRolloverTextID>
		<InitialHitpoints>185</InitialHitpoints>
		<MaxHitpoints>185</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>23</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>11</Bounty>
		<BuildBounty>11</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Wood'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='969' name ='ypNatMercTigerClaw'>
		<DBID>1440</DBID>
		<DisplayNameID>61394</DisplayNameID>
		<EditorNameID>61395</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\tiger_claw\tiger_claw.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\natives\tiger_claw\tiger_claw_icon_64</Icon>
		<PortraitIcon>units\asians\natives\tiger_claw\Tiger_claw_icon_portrait</PortraitIcon>
		<RolloverTextID>61393</RolloverTextID>
		<ShortRolloverTextID>61392</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>36</BuildLimit>
		<Bounty>11</Bounty>
		<BuildBounty>11</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Wood'>50</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>13</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>18</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='970' name ='ypNatMercWarElephant'>
		<DBID>1443</DBID>
		<DisplayNameID>61418</DisplayNameID>
		<EditorNameID>61419</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\war_elephant\war_elephant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\natives\war_elephant\war_elephant_icon_64</Icon>
		<PortraitIcon>units\asians\natives\war_elephant\war_elephant_icon_portrait</PortraitIcon>
		<RolloverTextID>61417</RolloverTextID>
		<ShortRolloverTextID>61416</ShortRolloverTextID>
		<InitialHitpoints>425</InitialHitpoints>
		<MaxHitpoints>425</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>28</Bounty>
		<BuildBounty>28</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<Cost resourcetype ='Wood'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHandElephant</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>warelephant.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>72</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageArea>2</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='971' name ='ypShrineJapanese'>
		<DBID>1444</DBID>
		<DisplayNameID>61446</DisplayNameID>
		<EditorNameID>61447</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\shrine\shrine.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\shrine\shrine_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\shrine\shrine_icon_portrait</PortraitIcon>
		<RolloverTextID>61445</RolloverTextID>
		<ShortRolloverTextID>61444</ShortRolloverTextID>
		<InitialHitpoints>1600</InitialHitpoints>
		<MaxHitpoints>1600</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>15</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>50</Bounty>
		<BuildBounty>25</BuildBounty>
		<Cost resourcetype ='Wood'>125</Cost>
		<CarryCapacity resourcetype ='Food'>999</CarryCapacity>
		<InitialResource resourcetype ='Food'>100</InitialResource>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>4</GathererLimit>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<UnitType>AbstractShrine</UnitType>
		<UnitType>AbstractTypeHuntableMagnet</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Tech row ='0' page ='1' column ='0'>ypShrineFortressUpgrade</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='3'>TacticXPShrine</Command>
		<Command page ='9' column ='0'>TacticFood</Command>
		<Command page ='9' column ='1'>TacticWood</Command>
		<Command page ='9' column ='2'>TacticCoin</Command>
		<Tactics>shrine.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.070000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.340000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='972' name ='ypWaterBuffalo'>
		<DBID>1445</DBID>
		<DisplayNameID>61609</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3</IdleTimeout>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\water_buffalo\water_buffalo.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\water_buffalo\water_buffalo_icon_64</Icon>
		<PortraitIcon>units\animals\water_buffalo\water_buffalo_icon_portrait</PortraitIcon>
		<RolloverTextID>61608</RolloverTextID>
		<ShortRolloverTextID>61607</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0</Bounty>
		<Cost resourcetype ='Food'>80</Cost>
		<CarryCapacity resourcetype ='Food'>500</CarryCapacity>
		<InitialResource resourcetype ='Food'>50</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CivSpecificText</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.25</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='LivestockPen'>1</Rate>
			<Rate type ='Farm'>1</Rate>
			<Rate type ='ypVillage'>1</Rate>
			<Rate type ='YPLivestockPenAsian'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type ='ypSacredField'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.140000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='973' name ='ypWokouJunk'>
		<DBID>1446</DBID>
		<DisplayNameID>61666</DisplayNameID>
		<EditorNameID>61667</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4</TurnRate>
		<AnimFile>units\asians\naval\wokou_junk\wokou_junk.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\wokou_junk\wokou_junk_icon</Icon>
		<PortraitIcon>units\asians\naval\wokou_junk\wokou_junk_icon_portrait</PortraitIcon>
		<RolloverTextID>61665</RolloverTextID>
		<ShortRolloverTextID>61664</ShortRolloverTextID>
		<InitialHitpoints>1500</InitialHitpoints>
		<MaxHitpoints>1500</MaxHitpoints>
		<LOS>38</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Gold'>800</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>MercType5</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Train row ='0' page ='0' column ='1'>ypWokouWaywardRonin</Train>
		<Train row ='0' page ='0' column ='2'>ypWokouBlindMonk</Train>
		<Train row ='0' page ='0' column ='0'>ypWokouPirate</Train>
		<Train row ='0' page ='0' column ='5'>ypPetOrangutan</Train>
		<Train row ='0' page ='0' column ='3'>ypWokouWanderingHorseman</Train>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>privateer.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>70</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>23</MaxRange>
			<ROF>2</ROF>
			<DamageCap>140</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='974' name ='ypWokouWanderingHorseman'>
		<DBID>1447</DBID>
		<DisplayNameID>61680</DisplayNameID>
		<EditorNameID>61681</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\wandering_horseman\wandering_horseman_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_portrait</PortraitIcon>
		<RolloverTextID>61679</RolloverTextID>
		<ShortRolloverTextID>61678</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>70</TrainPoints>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Gold'>180</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWokou</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>wokouCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>12</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='975' name ='ypWanderingHorseman'>
		<DBID>1449</DBID>
		<DisplayNameID>61688</DisplayNameID>
		<EditorNameID>61689</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8</MaxVelocity>
		<MaxRunVelocity>10</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\asians\mercenaries\wandering_horseman\wandering_horseman_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_portrait</PortraitIcon>
		<RolloverTextID>61687</RolloverTextID>
		<ShortRolloverTextID>61686</ShortRolloverTextID>
		<InitialHitpoints>450</InitialHitpoints>
		<MaxHitpoints>450</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15</Bounty>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>wanderingHorseman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='976' name ='ypBlindMonk'>
		<DBID>1451</DBID>
		<DisplayNameID>61696</DisplayNameID>
		<EditorNameID>61697</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\asians\mercenaries\blind_monk\blind_monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\blind_monk\blind_monk_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\blind_monk\blind_monk_icon_portrait</PortraitIcon>
		<RolloverTextID>61695</RolloverTextID>
		<ShortRolloverTextID>61694</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8</Bounty>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorMonk.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='977' name ='ypWokouBlindMonk'>
		<DBID>1452</DBID>
		<DisplayNameID>61700</DisplayNameID>
		<EditorNameID>61701</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\blind_monk\blind_monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\blind_monk\blind_monk_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\blind_monk\blind_monk_icon_portrait</PortraitIcon>
		<RolloverTextID>61699</RolloverTextID>
		<ShortRolloverTextID>61698</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>33</TrainPoints>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Gold'>120</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWokou</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>wokouMonk.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='978' name ='ypPetOrangutan'>
		<DBID>1456</DBID>
		<DisplayNameID>61716</DisplayNameID>
		<EditorNameID>61717</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\orangutan\orangutan.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\orangutan\orangutan_icon</Icon>
		<PortraitIcon>units\animals\orangutan\orangutan_icon_portrait</PortraitIcon>
		<RolloverTextID>61715</RolloverTextID>
		<ShortRolloverTextID>61714</ShortRolloverTextID>
		<InitialHitpoints>190</InitialHitpoints>
		<MaxHitpoints>190</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='979' name ='ypTreeAshoka'>
		<DBID>1458</DBID>
		<DisplayNameID>61724</DisplayNameID>
		<EditorNameID>61725</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_ashoka.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>61723</RolloverTextID>
		<ShortRolloverTextID>61722</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='980' name ='ypGoat'>
		<DBID>1459</DBID>
		<DisplayNameID>61752</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>3</IdleTimeout>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\goat\goat.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\goat\goat_icon_64</Icon>
		<PortraitIcon>units\animals\goat\goat_icon_portrait</PortraitIcon>
		<RolloverTextID>61751</RolloverTextID>
		<ShortRolloverTextID>61750</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0</Bounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>300</CarryCapacity>
		<InitialResource resourcetype ='Food'>50</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.090000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='LivestockPen'>0.750000</Rate>
			<Rate type ='Farm'>0.750000</Rate>
			<Rate type ='ypVillage'>0.750000</Rate>
			<Rate type ='YPLivestockPenAsian'>0.750000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type ='ypSacredField'>0.160000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.110000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='981' name ='ypSiegeElephant'>
		<DBID>1460</DBID>
		<DisplayNameID>61755</DisplayNameID>
		<EditorNameID>61756</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>4.5000</TurnRate>
		<AnimFile>units\asians\indians\siege_elephant\siege_elephant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\siege_elephant\siege_elephant_icon_64</Icon>
		<PortraitIcon>units\asians\indians\siege_elephant\siege_elephant_icon_portrait</PortraitIcon>
		<RolloverTextID>61754</RolloverTextID>
		<ShortRolloverTextID>61753</ShortRolloverTextID>
		<InitialHitpoints>700</InitialHitpoints>
		<MaxHitpoints>700</MaxHitpoints>
		<LOS>29</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>70</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractSiegeElephant</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>siegeelephant2.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>6</ROF>
			<DamageCap>200</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>10</DamageBonus>
			<DamageBonus type ='Ship'>8</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='982' name ='ypTreeEucalyptus'>
		<DBID>1461</DBID>
		<DisplayNameID>61884</DisplayNameID>
		<EditorNameID>61885</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_eucalyptus.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>61883</RolloverTextID>
		<ShortRolloverTextID>61882</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='983' name ='ypTreeDeccan'>
		<DBID>1462</DBID>
		<DisplayNameID>61954</DisplayNameID>
		<EditorNameID>61955</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_deccan.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>61953</RolloverTextID>
		<ShortRolloverTextID>61952</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='984' name ='YPCastleWagon'>
		<DBID>1465</DBID>
		<DisplayNameID>61993</DisplayNameID>
		<EditorNameID>61994</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\shared\wagon\castle_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\chinese_castle_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\chinese_castle_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>61992</RolloverTextID>
		<ShortRolloverTextID>61991</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='0'>ypCastle</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypCastle'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='985' name ='YPDojoWagon'>
		<DBID>1466</DBID>
		<DisplayNameID>61997</DisplayNameID>
		<EditorNameID>61998</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\shared\wagon\misc_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\chinese_town_center_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>61996</RolloverTextID>
		<ShortRolloverTextID>61995</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<Train row ='0' page ='0' column ='0'>ypDojo</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypDojo'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='986' name ='ypShinobiHorse'>
		<DBID>1467</DBID>
		<DisplayNameID>62005</DisplayNameID>
		<EditorNameID>62006</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.8000</MaxVelocity>
		<MaxRunVelocity>6.8000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\shinobi\shinobi.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\japanese\shinobi\shinobi_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\shinobi\shinobi_icon_portrait</PortraitIcon>
		<RolloverTextID>62004</RolloverTextID>
		<ShortRolloverTextID>62003</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Gold'>85</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>shinobi.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='987' name ='ypWokouPirate'>
		<DBID>1468</DBID>
		<DisplayNameID>62056</DisplayNameID>
		<EditorNameID>62057</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\wokou_pirate\wokou_pirate.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_portrait</PortraitIcon>
		<RolloverTextID>62055</RolloverTextID>
		<ShortRolloverTextID>62054</ShortRolloverTextID>
		<InitialHitpoints>165</InitialHitpoints>
		<MaxHitpoints>165</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<Bounty>23</Bounty>
		<BuildBounty>23</BuildBounty>
		<Cost resourcetype ='Gold'>115</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWokou</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>wokouInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>27</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='988' name ='ypMeteorHammer'>
		<DBID>1471</DBID>
		<DisplayNameID>62086</DisplayNameID>
		<EditorNameID>62087</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\meteor_hammer\meteor_hammer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\chinese\meteor_hammer\meteor_hammer_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\meteor_hammer\meteor_hammer_icon_portrait</PortraitIcon>
		<RolloverTextID>62085</RolloverTextID>
		<ShortRolloverTextID>62084</ShortRolloverTextID>
		<InitialHitpoints>217</InitialHitpoints>
		<MaxHitpoints>217</MaxHitpoints>
		<LOS>14</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Gold'>175</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>29</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>29</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>29</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>19</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>76</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='989' name ='ypOldHanArmy'>
		<DBID>1472</DBID>
		<DisplayNameID>62090</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</AnimFile>
		<Icon>units\asians\chinese\standard_army\standard_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\standard_army\standard_army_icon_portrait</PortraitIcon>
		<RolloverTextID>62089</RolloverTextID>
		<ShortRolloverTextID>62088</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>25</TrainPoints>
		<Bounty>44</Bounty>
		<BuildBounty>44</BuildBounty>
		<Cost resourcetype ='Food'>255</Cost>
		<Cost resourcetype ='Wood'>180</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='990' name ='ypImperialArmy'>
		<DBID>1473</DBID>
		<DisplayNameID>62094</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\changdao\changdao.xml</AnimFile>
		<Icon>units\asians\chinese\territorial_army\territorial_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\territorial_army\territorial_army_icon_portrait</PortraitIcon>
		<RolloverTextID>62093</RolloverTextID>
		<ShortRolloverTextID>62092</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>33</TrainPoints>
		<Bounty>74</Bounty>
		<BuildBounty>74</BuildBounty>
		<Cost resourcetype ='Food'>480</Cost>
		<Cost resourcetype ='Gold'>255</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='991' name ='ypForbiddenArmy'>
		<DBID>1474</DBID>
		<DisplayNameID>62098</DisplayNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\steppe_rider\steppe_rider_horse.xml</AnimFile>
		<Icon>units\asians\chinese\mongolian_army\mongolian_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\mongolian_army\mongolian_army_icon_portrait</PortraitIcon>
		<RolloverTextID>62097</RolloverTextID>
		<ShortRolloverTextID>62096</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>29</TrainPoints>
		<Bounty>83</Bounty>
		<BuildBounty>83</BuildBounty>
		<Cost resourcetype ='Food'>480</Cost>
		<Cost resourcetype ='Gold'>350</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='992' name ='ypTerritorialArmy'>
		<DBID>1475</DBID>
		<DisplayNameID>62102</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\iron_flail\iron_flail.xml</AnimFile>
		<Icon>units\asians\chinese\forbidden_army\forbidden_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\forbidden_army\forbidden_army_icon_portrait</PortraitIcon>
		<RolloverTextID>62101</RolloverTextID>
		<ShortRolloverTextID>62100</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>33</TrainPoints>
		<Bounty>54</Bounty>
		<BuildBounty>54</BuildBounty>
		<Cost resourcetype ='Food'>285</Cost>
		<Cost resourcetype ='Gold'>255</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='993' name ='YPPetPanda'>
		<DBID>1476</DBID>
		<DisplayNameID>62167</DisplayNameID>
		<EditorNameID>62168</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\panda\panda.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\panda\panda_icon</Icon>
		<PortraitIcon>units\animals\panda\panda_icon_portrait</PortraitIcon>
		<RolloverTextID>62166</RolloverTextID>
		<ShortRolloverTextID>62165</ShortRolloverTextID>
		<InitialHitpoints>350</InitialHitpoints>
		<MaxHitpoints>350</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>28</Bounty>
		<BuildBounty>28</BuildBounty>
		<Cost resourcetype ='Food'>275</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='994' name ='ypMercJatLancer'>
		<DBID>1479</DBID>
		<DisplayNameID>62185</DisplayNameID>
		<EditorNameID>62186</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\jat_lancer\jat_lancer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\mercenaries\jat_lancer\jat_lancer_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\jat_lancer\jat_lancer_icon_portrait</PortraitIcon>
		<RolloverTextID>62184</RolloverTextID>
		<ShortRolloverTextID>62183</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Gold'>400</Cost>
		<ScoreValue>28</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>4</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>4</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>39</DamageCap>
			<DamageBonus type ='AbstractInfantry'>4</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='995' name ='ypFugitiveDacoit'>
		<DBID>1480</DBID>
		<DisplayNameID>62189</DisplayNameID>
		<EditorNameID>62190</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\asians\mercenaries\fugitive_dacoit\fugitive_dacoit.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\fugitive_dacoit\dacoit_icon</Icon>
		<PortraitIcon>units\asians\mercenaries\fugitive_dacoit\dacoit_icon_portrait</PortraitIcon>
		<RolloverTextID>62188</RolloverTextID>
		<ShortRolloverTextID>62187</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15</Bounty>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='996' name ='ypDacoit'>
		<DBID>1481</DBID>
		<DisplayNameID>62193</DisplayNameID>
		<EditorNameID>62194</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\fugitive_dacoit\fugitive_dacoit.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\fugitive_dacoit\dacoit_icon</Icon>
		<PortraitIcon>units\asians\mercenaries\fugitive_dacoit\dacoit_icon_portrait</PortraitIcon>
		<RolloverTextID>62192</RolloverTextID>
		<ShortRolloverTextID>62191</ShortRolloverTextID>
		<InitialHitpoints>140</InitialHitpoints>
		<MaxHitpoints>140</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Gold'>90</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='997' name ='ypWarJunk'>
		<DBID>1484</DBID>
		<DisplayNameID>62205</DisplayNameID>
		<EditorNameID>62206</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4</TurnRate>
		<AnimFile>units\asians\naval\war_junk\war_junk.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\war_junk\war_junk_icon_64</Icon>
		<PortraitIcon>units\asians\naval\war_junk\war_junk_icon_portrait</PortraitIcon>
		<RolloverTextID>62204</RolloverTextID>
		<ShortRolloverTextID>62203</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>120</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractFish'>0.670000</Rate>
			<Rate type ='AbstractWhale'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>1.5</ROF>
			<DamageCap>100</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='998' name ='ypSaiga'>
		<DBID>1485</DBID>
		<DisplayNameID>62291</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\saiga\saiga.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\saiga\saiga_icon_64</Icon>
		<PortraitIcon>units\animals\saiga\saiga_icon_portrait</PortraitIcon>
		<RolloverTextID>62290</RolloverTextID>
		<ShortRolloverTextID>62289</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='999' name ='ypNativeTempleUdasi'>
		<DBID>1486</DBID>
		<DisplayNameID>62297</DisplayNameID>
		<EditorNameID>62298</EditorNameID>
		<SubCiv>Udasi</SubCiv>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\udasi_temple.xml</AnimFile>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1000' name ='ypNativeTempleBhakti'>
		<DBID>1487</DBID>
		<DisplayNameID>62299</DisplayNameID>
		<EditorNameID>62300</EditorNameID>
		<SubCiv>Bhakti</SubCiv>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\bhakti_temple.xml</AnimFile>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1001' name ='YPNuggetBoat'>
		<DBID>1488</DBID>
		<DisplayNameID>62353</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>nuggets\abandoned_cabin\abandoned_cabin.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>62352</RolloverTextID>
		<ShortRolloverTextID>62351</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetWater</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1002' name ='ypRickshaw'>
		<DBID>1489</DBID>
		<DisplayNameID>62403</DisplayNameID>
		<EditorNameID>62404</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.49</ObstructionRadiusZ>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\shared\rickshaw\rickshaw.xml</AnimFile>
		<Icon>units\asians\shared\villager\indian_peasant_icon_portrait</Icon>
		<PortraitIcon>units\asians\shared\rickshaw\rickshaw1_icon_portrait</PortraitIcon>
		<RolloverTextID>62402</RolloverTextID>
		<ShortRolloverTextID>62401</ShortRolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<TrainPoints>30</TrainPoints>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1003' name ='YPSPCCoinWagon'>
		<DBID>1490</DBID>
		<DisplayNameID>62437</DisplayNameID>
		<EditorNameID>62438</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\spc\coin_wagon_asian\coin_wagon_asian.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\spc\coin_wagon_asian\coin_wagon_asian_64</Icon>
		<PortraitIcon>units\asians\spc\coin_wagon_asian\coin_wagon_asian_portrait</PortraitIcon>
		<RolloverTextID>62436</RolloverTextID>
		<ShortRolloverTextID>62435</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>15</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>60</Bounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1004' name ='YPSPCRiderlessElephant'>
		<DBID>1491</DBID>
		<DisplayNameID>62442</DisplayNameID>
		<EditorNameID>62443</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\riderless_elephant\spc_riderless_elephant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\spc\riderless_elephant\rampaging_elephant_icon_64</Icon>
		<PortraitIcon>units\asians\spc\riderless_elephant\rampaging_elephant_icon_portrait</PortraitIcon>
		<RolloverTextID>62441</RolloverTextID>
		<ShortRolloverTextID>62440</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>20</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000</Bounty>
		<BuildBounty>10000</BuildBounty>
		<Cost resourcetype ='Food'>80</Cost>
		<Cost resourcetype ='Gold'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>monstertruck.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>1200</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>3000</DamageCap>
			<DamageArea>6</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1005' name ='YPSPCTreasureShip'>
		<DBID>1492</DBID>
		<DisplayNameID>62446</DisplayNameID>
		<EditorNameID>62447</EditorNameID>
		<ObstructionRadiusX>9.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>9.5000</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\asians\spc\treasure_ship\spc_treasure_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\spc\treasure_ship\china_ship_icon_64</Icon>
		<PortraitIcon>units\asians\spc\treasure_ship\china_ship_icon_portrait</PortraitIcon>
		<SelectionPriority>0</SelectionPriority>
		<RolloverTextID>62445</RolloverTextID>
		<ShortRolloverTextID>62444</ShortRolloverTextID>
		<InitialHitpoints>6000</InitialHitpoints>
		<MaxHitpoints>6000</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ShowTactics</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Immoveable</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='9' column ='2'>TreasureShipCoin</Command>
		<Command page ='9' column ='0'>TreasureShipFood</Command>
		<Command page ='9' column ='1'>TreasureShipWood</Command>
		<Tactics>ypspctreasureship.tactics</Tactics>
	</Unit>
	<Unit id ='1006' name ='YPSPCFixedGun'>
		<DBID>1493</DBID>
		<DisplayNameID>62450</DisplayNameID>
		<EditorNameID>62451</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>buildings\spc\fixed_gun\fixed_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\spc\fixed_gun\fixed_gun_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\fixed_gun\fixed_gun_portrait</PortraitIcon>
		<RolloverTextID>62449</RolloverTextID>
		<ShortRolloverTextID>62448</ShortRolloverTextID>
		<InitialHitpoints>10000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>300</Bounty>
		<Cost resourcetype ='Gold'>2000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Tactics>SPCFixedGun.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>5</MinRange>
			<MaxRange>30</MaxRange>
			<ROF>7</ROF>
			<Active>1</Active>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>150</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>5</MinRange>
			<MaxRange>30</MaxRange>
			<ROF>6</ROF>
			<DamageBonus type ='SPCFountainOfYouth'>0.5</DamageBonus>
			<Active>1</Active>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
			<DamageType>Siege</DamageType>
			<MinRange>5</MinRange>
			<DamageBonus type ='Building'>2</DamageBonus>
			<Active>1</Active>
			<DamageArea>3</DamageArea>
		</ProtoAction>
	</Unit>
	<Unit id ='1007' name ='ypNuggetDroppedCoinAsian'>
		<DBID>1498</DBID>
		<DisplayNameID>62472</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\dropped_resource\dropped_coin_asian.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1008' name ='ypNuggetDroppedFoodAsian'>
		<DBID>1499</DBID>
		<DisplayNameID>62473</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\dropped_resource\dropped_food_asian.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1009' name ='ypNuggetDroppedSuppliesAsian'>
		<DBID>1500</DBID>
		<DisplayNameID>62474</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\dropped_resource\dropped_supplies_asian.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1010' name ='ypNuggetDroppedWoodAsian'>
		<DBID>1501</DBID>
		<DisplayNameID>62475</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\dropped_resource\dropped_wood_asian.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1011' name ='ypNuggetTreeAsian'>
		<DBID>1503</DBID>
		<DisplayNameID>62481</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\tree\tree_asian.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>62480</RolloverTextID>
		<ShortRolloverTextID>62479</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1012' name ='ypShrineWagon'>
		<DBID>1507</DBID>
		<DisplayNameID>62546</DisplayNameID>
		<EditorNameID>62547</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\shared\wagon\misc_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\chinese_town_center_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>62545</RolloverTextID>
		<ShortRolloverTextID>62544</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypShrineJapanese'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1013' name ='ypLionTailedMacaque'>
		<DBID>1510</DBID>
		<DisplayNameID>62638</DisplayNameID>
		<EditorNameID>62639</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\lion_tailed_macaque\lion_tailed_macaque.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\lion_tailed_macaque\Liontailed_Macaque_icon</Icon>
		<PortraitIcon>units\animals\lion_tailed_macaque\Liontailed_Macaque_icon_portrait</PortraitIcon>
		<RolloverTextID>62637</RolloverTextID>
		<ShortRolloverTextID>62636</ShortRolloverTextID>
		<InitialHitpoints>60</InitialHitpoints>
		<MaxHitpoints>60</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1014' name ='ypNilgai'>
		<DBID>1511</DBID>
		<DisplayNameID>62642</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\nilgai\nilgai.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\nilgai\nilgai_icon_64</Icon>
		<PortraitIcon>units\animals\nilgai\nilgai_icon_portrait</PortraitIcon>
		<RolloverTextID>62641</RolloverTextID>
		<ShortRolloverTextID>62640</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1015' name ='ypWildElephant'>
		<DBID>1512</DBID>
		<DisplayNameID>62645</DisplayNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\wild_elephant\wild_elephant.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\wild_elephant\elephant_icon_64</Icon>
		<PortraitIcon>units\animals\wild_elephant\elephant_icon_portrait</PortraitIcon>
		<RolloverTextID>62644</RolloverTextID>
		<ShortRolloverTextID>62643</ShortRolloverTextID>
		<InitialHitpoints>50</InitialHitpoints>
		<MaxHitpoints>50</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>200</Cost>
		<InitialResource resourcetype ='Food'>1000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<Flag>CivSpecificText</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>YPUsesExtraWorkerSlot</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>wildElephant.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.080000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1016' name ='ypRhino'>
		<DBID>1513</DBID>
		<DisplayNameID>62648</DisplayNameID>
		<EditorNameID>62649</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\rhino\rhino.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\rhino\rhino_icon_64</Icon>
		<PortraitIcon>units\animals\rhino\rhino_icon_portrait</PortraitIcon>
		<RolloverTextID>62647</RolloverTextID>
		<ShortRolloverTextID>62646</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>30</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1017' name ='ypTiger'>
		<DBID>1514</DBID>
		<DisplayNameID>62652</DisplayNameID>
		<EditorNameID>62653</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\tiger\tiger.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\tiger\tiger_icon_64</Icon>
		<PortraitIcon>units\animals\tiger\tiger_icon_portrait</PortraitIcon>
		<RolloverTextID>62651</RolloverTextID>
		<ShortRolloverTextID>62650</ShortRolloverTextID>
		<InitialHitpoints>210</InitialHitpoints>
		<MaxHitpoints>210</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1018' name ='ypWhiteTiger'>
		<DBID>1515</DBID>
		<DisplayNameID>62656</DisplayNameID>
		<EditorNameID>62657</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\white_tiger\white_tiger.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\white_tiger\white_tiger_icon_64</Icon>
		<PortraitIcon>units\animals\white_tiger\white_tiger_icon_portrait</PortraitIcon>
		<RolloverTextID>62655</RolloverTextID>
		<ShortRolloverTextID>62654</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15</Bounty>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1019' name ='ypLion'>
		<DBID>1516</DBID>
		<DisplayNameID>62660</DisplayNameID>
		<EditorNameID>62661</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\lion\lion.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\lion\lion_icon_64</Icon>
		<PortraitIcon>units\animals\lion\lion_icon_portrait</PortraitIcon>
		<RolloverTextID>62659</RolloverTextID>
		<ShortRolloverTextID>62658</ShortRolloverTextID>
		<InitialHitpoints>270</InitialHitpoints>
		<MaxHitpoints>270</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1020' name ='ypNuggetCaveAsian'>
		<DBID>1517</DBID>
		<DisplayNameID>62664</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\cave\cave_asian.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>62663</RolloverTextID>
		<ShortRolloverTextID>62662</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1021' name ='ypNuggetRobberCamp'>
		<DBID>1518</DBID>
		<DisplayNameID>62667</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\robber_camp\robber_camp.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>62666</RolloverTextID>
		<ShortRolloverTextID>62665</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1022' name ='ypNuggetWagonAsian'>
		<DBID>1519</DBID>
		<DisplayNameID>62668</DisplayNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\wagon\nugget_wagon_asian.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1023' name ='ypNuggetAbandonedShrine'>
		<DBID>1520</DBID>
		<DisplayNameID>62671</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_shrine\abandoned_shrine.xml</AnimFile>
		<DeadReplacement>ypBuildingRubbleShrineNugget</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>62670</RolloverTextID>
		<ShortRolloverTextID>62669</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>Nugget</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1024' name ='ypNuggetPolecat'>
		<DBID>1521</DBID>
		<DisplayNameID>62672</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\polecat\polecat.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1025' name ='ypIbex'>
		<DBID>1526</DBID>
		<DisplayNameID>62721</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\ibex\ibex.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\ibex\ibex_icon</Icon>
		<PortraitIcon>units\animals\ibex\ibex_icon_portrait</PortraitIcon>
		<RolloverTextID>62720</RolloverTextID>
		<ShortRolloverTextID>62719</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1026' name ='ypSerow'>
		<DBID>1527</DBID>
		<DisplayNameID>62724</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\serow\serow.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\serow\serow_icon_64</Icon>
		<PortraitIcon>units\animals\serow\serow_icon_portrait</PortraitIcon>
		<RolloverTextID>62723</RolloverTextID>
		<ShortRolloverTextID>62722</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CivSpecificText</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1027' name ='ypFishCatfish'>
		<DBID>1528</DBID>
		<DisplayNameID>62727</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\catfish.xml</AnimFile>
		<Icon>units\animals\fish\catfish_icon_64</Icon>
		<PortraitIcon>units\animals\fish\catfish_icon_portrait</PortraitIcon>
		<RolloverTextID>62726</RolloverTextID>
		<ShortRolloverTextID>62725</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1028' name ='ypFishCarp'>
		<DBID>1529</DBID>
		<DisplayNameID>62730</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\carp.xml</AnimFile>
		<Icon>units\animals\fish\carp_icon_64</Icon>
		<PortraitIcon>units\animals\fish\carp_icon_portrait</PortraitIcon>
		<RolloverTextID>62729</RolloverTextID>
		<ShortRolloverTextID>62728</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>AbstractFish</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1029' name ='ypYak'>
		<DBID>1530</DBID>
		<DisplayNameID>62733</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3</IdleTimeout>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\yak\yak.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\yak\yak_icon_64</Icon>
		<PortraitIcon>units\animals\yak\yak_icon_portrait</PortraitIcon>
		<RolloverTextID>62732</RolloverTextID>
		<ShortRolloverTextID>62731</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0</Bounty>
		<Cost resourcetype ='Food'>70</Cost>
		<CarryCapacity resourcetype ='Food'>400</CarryCapacity>
		<InitialResource resourcetype ='Food'>50</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.25</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='LivestockPen'>1.250000</Rate>
			<Rate type ='Farm'>1.250000</Rate>
			<Rate type ='ypVillage'>1.250000</Rate>
			<Rate type ='YPLivestockPenAsian'>1.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type ='ypSacredField'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.130000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1030' name ='ypMonitorLizard'>
		<DBID>1531</DBID>
		<DisplayNameID>62736</DisplayNameID>
		<EditorNameID>62737</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\monitor_lizard\monitor_lizard.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\monitor_lizard\monitor_lizard_icon_64</Icon>
		<PortraitIcon>units\animals\monitor_lizard\monitor_lizard_icon_portrait</PortraitIcon>
		<RolloverTextID>62735</RolloverTextID>
		<ShortRolloverTextID>62734</ShortRolloverTextID>
		<InitialHitpoints>125.0000</InitialHitpoints>
		<MaxHitpoints>125.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8.0000</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1031' name ='ypTibetanMacaque'>
		<DBID>1532</DBID>
		<DisplayNameID>62740</DisplayNameID>
		<EditorNameID>62741</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\tibetan_macaque\tibetan_macaque.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\tibetan_macaque\Macaque_icon_64</Icon>
		<PortraitIcon>units\animals\tibetan_macaque\Macaque_icon_portrait</PortraitIcon>
		<RolloverTextID>62739</RolloverTextID>
		<ShortRolloverTextID>62738</ShortRolloverTextID>
		<InitialHitpoints>75</InitialHitpoints>
		<MaxHitpoints>75</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1032' name ='ypBlackPanther'>
		<DBID>1533</DBID>
		<DisplayNameID>62744</DisplayNameID>
		<EditorNameID>62745</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\black_panther\black_panther.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\black_panther\black_panther_icon_64</Icon>
		<PortraitIcon>units\animals\black_panther\black_panther_icon_portrait</PortraitIcon>
		<RolloverTextID>62743</RolloverTextID>
		<ShortRolloverTextID>62742</ShortRolloverTextID>
		<InitialHitpoints>160</InitialHitpoints>
		<MaxHitpoints>160</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1033' name ='ypNuggetPirateAsian'>
		<DBID>1534</DBID>
		<DisplayNameID>62752</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\pirate_asian\nugget_pirate_asian.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>62751</RolloverTextID>
		<ShortRolloverTextID>62750</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1034' name ='ypNuggetKidnapAsian'>
		<DBID>1535</DBID>
		<DisplayNameID>62760</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\kidnap_asian\nugget_kidnap_asian.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>62759</RolloverTextID>
		<ShortRolloverTextID>62758</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1035' name ='ypWokouWaywardRonin'>
		<DBID>1536</DBID>
		<DisplayNameID>62781</DisplayNameID>
		<EditorNameID>62782</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\wayward_ronin\wayward_ronin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_portrait</PortraitIcon>
		<RolloverTextID>62780</RolloverTextID>
		<ShortRolloverTextID>62779</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>33</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWokou</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>wokouInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1036' name ='ypWaywardRonin'>
		<DBID>1537</DBID>
		<DisplayNameID>62785</DisplayNameID>
		<EditorNameID>62786</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\asians\mercenaries\wayward_ronin\wayward_ronin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_portrait</PortraitIcon>
		<RolloverTextID>62784</RolloverTextID>
		<ShortRolloverTextID>62783</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12</Bounty>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1037' name ='ypWokouArmy'>
		<DBID>1538</DBID>
		<DisplayNameID>62806</DisplayNameID>
		<PopulationCount>21</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\blind_monk\blind_monk.xml</AnimFile>
		<Icon>units\asians\chinese\wokou_army\wokou_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\wokou_army\wokou_army_icon_64</PortraitIcon>
		<RolloverTextID>62805</RolloverTextID>
		<ShortRolloverTextID>62804</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>35</TrainPoints>
		<Bounty>70</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Food'>405</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1038' name ='ypMandarinArmy'>
		<DBID>1540</DBID>
		<DisplayNameID>62814</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\iron_troop\iron_troop.xml</AnimFile>
		<Icon>units\asians\chinese\mandarin_army\mandarin_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\mandarin_army\mandarin_army_icon_64</PortraitIcon>
		<RolloverTextID>62813</RolloverTextID>
		<ShortRolloverTextID>62812</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>35</TrainPoints>
		<Bounty>56</Bounty>
		<BuildBounty>56</BuildBounty>
		<Cost resourcetype ='Gold'>560</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1039' name ='ypConsulateTercio'>
		<DBID>1554</DBID>
		<DisplayNameID>62960</DisplayNameID>
		<EditorNameID>62961</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\pikeman\pikeman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\pikeman\pikeman_icon</Icon>
		<PortraitIcon>units\infantry\pikeman\pikeman_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>62959</RolloverTextID>
		<ShortRolloverTextID>62958</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27</TrainPoints>
		<Bounty>8</Bounty>
		<BuildBounty>8</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Gold'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1040' name ='ypConsulateRedcoat'>
		<DBID>1555</DBID>
		<DisplayNameID>62964</DisplayNameID>
		<EditorNameID>62965</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\musketeer\musketeer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\musketeer\musketeer_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon>
		<RolloverTextID>62963</RolloverTextID>
		<ShortRolloverTextID>62962</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1041' name ='ypConsulateLifeGuard'>
		<DBID>1556</DBID>
		<DisplayNameID>62968</DisplayNameID>
		<EditorNameID>62969</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\light_cavalry\light_cavalry_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\light_cavalry\light_cavalry_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\light_cavalry\light_cavalry_portrait</PortraitIcon>
		<RolloverTextID>62967</RolloverTextID>
		<ShortRolloverTextID>62966</ShortRolloverTextID>
		<InitialHitpoints>320</InitialHitpoints>
		<MaxHitpoints>320</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>122</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1042' name ='ypNuggetAbandonedShrineJapanese'>
		<DBID>1558</DBID>
		<DisplayNameID>62975</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_shrine\abandoned_shrine_japanese.xml</AnimFile>
		<DeadReplacement>ypBuildingRubbleShrineNuggetJapanese</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>62974</RolloverTextID>
		<ShortRolloverTextID>62973</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>Nugget</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1043' name ='ypCastle'>
		<DBID>1560</DBID>
		<DisplayNameID>62979</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\castle\castle.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\castle\China\chinese_castle_icon</Icon>
		<PortraitIcon>buildings\asian_civs\castle\China\chinese_castle_icon_portrait</PortraitIcon>
		<RolloverTextID>62978</RolloverTextID>
		<ShortRolloverTextID>62977</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>140</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFoundry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>ypFlameThrower</Train>
		<Train row ='0' page ='0' column ='0'>ypFlamingArrow</Train>
		<Train row ='0' page ='0' column ='1'>ypHandMortar</Train>
		<Train row ='0' page ='0' column ='1'>ypMorutaru</Train>
		<Train row ='0' page ='0' column ='0'>ypMercFlailiphant</Train>
		<Train row ='0' page ='0' column ='3'>ypSiegeElephant</Train>
		<Train row ='0' page ='0' column ='0'>xpArrowKnight</Train>
		<Train row ='0' page ='0' column ='1'>xpEagleKnight</Train>
		<Train row ='0' page ='0' column ='2'>xpJaguarKnight</Train>
		<Train row ='0' page ='0' column ='4'>ypMongolianArmy</Train>
		<Train row ='0' page ='0' column ='3'>ypBlackFlagArmy</Train>
		<Tech row ='0' page ='1' column ='1'>YPHonoredMorutaru</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedFlailElephant</Tech>
		<Tech row ='0' page ='1' column ='1'>YPExaltedMorutaru</Tech>
		<Tech row ='0' page ='1' column ='0'>YPDisciplinedFlameThrower</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedFlameThrower</Tech>
		<Tech row ='0' page ='1' column ='1'>YPExaltedSiegeElephant</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredFlameThrower</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedFlamingArrow</Tech>
		<Tech row ='0' page ='1' column ='3'>ypFortifiedCastle</Tech>
		<Tech row ='0' page ='1' column ='3'>ypFrontierCastle</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredFlamingArrow</Tech>
		<Tech row ='0' page ='1' column ='1'>YPExaltedHandMortar</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredFlailElephant</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredHandMortar</Tech>
		<Tech row ='0' page ='1' column ='0'>YPDisciplinedFlailElephant</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredSiegeElephant</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>StartNativeDance</Command>
		<Command page ='1' column ='5'>CancelNativeDance</Command>
		<Command page ='1' column ='9'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>castle.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageCap>120</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1044' name ='ypSnowLeopard'>
		<DBID>1564</DBID>
		<DisplayNameID>63005</DisplayNameID>
		<EditorNameID>63006</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\snow_leopard\snow_leopard.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\snow_leopard\snow_leopard_icon</Icon>
		<PortraitIcon>units\animals\snow_leopard\snow_leopard_icon_portrait</PortraitIcon>
		<RolloverTextID>63004</RolloverTextID>
		<ShortRolloverTextID>63003</ShortRolloverTextID>
		<InitialHitpoints>175</InitialHitpoints>
		<MaxHitpoints>175</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1045' name ='ypMonkIndian2'>
		<DBID>1568</DBID>
		<DisplayNameID>63107</DisplayNameID>
		<EditorNameID>63108</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\monk\monk_elephant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\monk\indian_monk_icon_64</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\asians\indians\monk\indian_monk_icon_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>63106</RolloverTextID>
		<ShortRolloverTextID>63105</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>45</Bounty>
		<Cost resourcetype ='Gold'>175</Cost>
		<RechargeTime>10</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractMonk</UnitType>
		<UnitType>AbstractIndianMonk</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='2'>PetCoyote</Train>
		<Train row ='0' page ='6' column ='2'>YPPetTiger</Train>
		<Train row ='0' page ='6' column ='4'>YPPetWhiteTiger</Train>
		<Train row ='0' page ='6' column ='5'>YPPetRhino</Train>
		<Train row ='0' page ='6' column ='3'>ypPetLion</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>ypindianmonk.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
			<Rate type ='WarHut'>1</Rate>
			<Rate type ='ArtilleryDepot'>1</Rate>
			<Rate type ='Corral'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<HitPercent>10</HitPercent>
			<HitPercentType>Sweep</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<HitPercent>10</HitPercent>
			<HitPercentType>Sweep</HitPercentType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>4</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>sweepDamage</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1046' name ='ypMonkJapanese2'>
		<DBID>1570</DBID>
		<DisplayNameID>63115</DisplayNameID>
		<EditorNameID>63116</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\monk\monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\japanese\monk\monk_icon</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\asians\japanese\monk\monk_icon_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>63114</RolloverTextID>
		<ShortRolloverTextID>63113</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>45</Bounty>
		<Cost resourcetype ='Gold'>175</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractJapaneseMonk</UnitType>
		<UnitType>AbstractMonk</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>PetWolf</Train>
		<Train row ='0' page ='0' column ='0'>ypPetKomodoDragon</Train>
		<Train row ='0' page ='6' column ='2'>ypShrineJapanese</Train>
		<Flag>KnockoutDeath</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>ypjapanesemonk.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>6</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SabotageAttack</Name>
			<Damage>1500</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='Hero'>0.800000</DamageBonus>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>30</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
		</ProtoAction>
	</Unit>
	<Unit id ='1047' name ='ypSettlerIndian'>
		<DBID>1572</DBID>
		<DisplayNameID>63145</DisplayNameID>
		<EditorNameID>63146</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\villagers\villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\shared\villager\indian_peasant_icon</Icon>
		<PortraitIcon>units\asians\shared\villager\indian_peasant_icon_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>63144</RolloverTextID>
		<ShortRolloverTextID>63143</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='2'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='3'>TownCenter</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='1' column ='5'>Bank</Train>
		<Train row ='0' page ='1' column ='6'>Church</Train>
		<Train row ='0' page ='1' column ='7'>Saloon</Train>
		<Train row ='0' page ='1' column ='8'>Capitol</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha5</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='4'>YPLivestockPenAsian</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata2</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settlerIndian.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='FirePit'>1</Rate>
			<Rate type ='House'>1</Rate>
			<Rate type ='ypMonastery'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>0.5</Rate>
			<Yield>1.5</Yield>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='FirePit'>0.1</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.340000</Rate>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypGroveBuilding'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1048' name ='ypTreeGinkgo'>
		<DBID>1573</DBID>
		<DisplayNameID>63363</DisplayNameID>
		<EditorNameID>63364</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_ginkgo.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>63362</RolloverTextID>
		<ShortRolloverTextID>63361</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1049' name ='ypTreeBamboo'>
		<DBID>1574</DBID>
		<DisplayNameID>63367</DisplayNameID>
		<EditorNameID>63368</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_bamboo.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>63366</RolloverTextID>
		<ShortRolloverTextID>63365</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>150</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1050' name ='ypTreeYellowRiver'>
		<DBID>1575</DBID>
		<DisplayNameID>63371</DisplayNameID>
		<EditorNameID>63372</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_yellow_river.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>63370</RolloverTextID>
		<ShortRolloverTextID>63369</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1051' name ='ypNuggetAbandonedShrineChinese'>
		<DBID>1576</DBID>
		<DisplayNameID>63375</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_shrine_chinese\abandoned_shrine_chinese.xml</AnimFile>
		<DeadReplacement>ypBuildingRubbleShrineNuggetChinese</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>63374</RolloverTextID>
		<ShortRolloverTextID>63373</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>Nugget</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1052' name ='ypMonkDisciple'>
		<DBID>1589</DBID>
		<DisplayNameID>63454</DisplayNameID>
		<EditorNameID>63455</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\shaolin_disciple\monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\chinese\monk\shaolin_monk_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\monk\shaolin_monk_icon_portrait</PortraitIcon>
		<RolloverTextID>63453</RolloverTextID>
		<ShortRolloverTextID>63452</ShortRolloverTextID>
		<InitialHitpoints>80</InitialHitpoints>
		<MaxHitpoints>80</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>11</TrainPoints>
		<Bounty>8</Bounty>
		<BuildBounty>8</BuildBounty>
		<BuildLimit>7</BuildLimit>
		<Cost resourcetype ='Food'>80</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCoyoteMan</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<Tech row ='0' page ='11' column ='5'>ypMonkMakeDisciple</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>ypchinesedisciple.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>2</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type ='Hero'>0.5</DamageBonus>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.200000</DamageBonus>
			<HitPercent>10</HitPercent>
			<DamageMultiplier>2</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
			<DamageBonus type ='Hero'>0.5</DamageBonus>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.200000</DamageBonus>
			<HitPercent>10</HitPercent>
			<DamageMultiplier>2</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
			<DamageBonus type ='Hero'>0.5</DamageBonus>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1053' name ='ypConsulateJinete'>
		<DBID>1591</DBID>
		<DisplayNameID>63504</DisplayNameID>
		<EditorNameID>63505</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\dragoon\dragoon_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\dragoon\dragoon_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\dragoon\dragoon_portrait</PortraitIcon>
		<RolloverTextID>63503</RolloverTextID>
		<ShortRolloverTextID>63502</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>90</Cost>
		<Cost resourcetype ='Gold'>90</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>22</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
			<Damage>22</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1054' name ='ypSPCMototada'>
		<DBID>1592</DBID>
		<DisplayNameID>63530</DisplayNameID>
		<EditorNameID>63531</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\mototada\spc_mototada_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\spc\mototada\mototada_icon_64</Icon>
		<PortraitIcon>units\asians\spc\mototada\mototada_icon_portrait</PortraitIcon>
		<RolloverTextID>63529</RolloverTextID>
		<ShortRolloverTextID>63528</ShortRolloverTextID>
		<InitialHitpoints>1100</InitialHitpoints>
		<MaxHitpoints>1100</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Train row ='0' page ='0' column ='1'>ypAshigaru</Train>
		<Train row ='0' page ='0' column ='2'>ypKensei</Train>
		<Train row ='0' page ='0' column ='3'>ypNaginataRider</Train>
		<Train row ='0' page ='0' column ='0'>ypYumi</Train>
		<Train row ='0' page ='0' column ='4'>ypYabusame</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='0' column ='10'>YPSetDaimyoAsHCGatherPoint</Command>
		<Tactics>ypspcmototada.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>90</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1055' name ='ypSPCTokugawa'>
		<DBID>1593</DBID>
		<DisplayNameID>63535</DisplayNameID>
		<EditorNameID>63536</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\tokugawa\spc_tokugawa_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\spc\tokugawa\tokugawa_icon</Icon>
		<PortraitIcon>units\asians\spc\tokugawa\tokugawa_icon_portrait</PortraitIcon>
		<RolloverTextID>63534</RolloverTextID>
		<ShortRolloverTextID>63533</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Train row ='0' page ='0' column ='1'>ypAshigaru</Train>
		<Train row ='0' page ='0' column ='2'>ypKensei</Train>
		<Train row ='0' page ='0' column ='3'>ypNaginataRider</Train>
		<Train row ='0' page ='0' column ='0'>ypYumi</Train>
		<Train row ='0' page ='0' column ='4'>ypYabusame</Train>
		<Train row ='0' page ='0' column ='5'>ypShinobiHorse</Train>
		<Train row ='0' page ='0' column ='7'>ypMorutaru</Train>
		<Train row ='0' page ='0' column ='6'>ypFlamingArrow</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='0' column ='10'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command page ='11' column ='10'>Abilities</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>ypspctokugawa.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>200</DamageCap>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>200</DamageCap>
			<HitPercent>25</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>90</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1056' name ='ypSPCKichiro'>
		<DBID>1595</DBID>
		<DisplayNameID>63543</DisplayNameID>
		<EditorNameID>63544</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\kichiro\spc_kichiro_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\spc\kichiro\kichiro_icon</Icon>
		<PortraitIcon>units\asians\spc\kichiro\kichiro_icon_portrait</PortraitIcon>
		<RolloverTextID>63542</RolloverTextID>
		<ShortRolloverTextID>63541</ShortRolloverTextID>
		<InitialHitpoints>900</InitialHitpoints>
		<MaxHitpoints>900</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>ypspckichiro.tactics</Tactics>
		<ProtoAction>
			<Name>BattleShadow</Name>
			<Damage>200</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>200</DamageCap>
			<DamageArea>2</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>5</Rate>
			<Rate type ='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1057' name ='ypSPCJinhai'>
		<DBID>1596</DBID>
		<DisplayNameID>63548</DisplayNameID>
		<EditorNameID>63549</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\jinhai\spc_jinhai.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\spc\jinhai\jinhai_icon_64</Icon>
		<PortraitIcon>units\asians\spc\jinhai\jinhai_icon_portrait</PortraitIcon>
		<RolloverTextID>63547</RolloverTextID>
		<ShortRolloverTextID>63546</ShortRolloverTextID>
		<InitialHitpoints>1500</InitialHitpoints>
		<MaxHitpoints>1500</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>KnockoutDeath</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>ypspcjinhai.tactics</Tactics>
		<ProtoAction>
			<Name>ArrowAttack</Name>
			<Damage>24</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1058' name ='ypSPCEdwardson'>
		<DBID>1597</DBID>
		<DisplayNameID>63552</DisplayNameID>
		<EditorNameID>63553</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\edwardson\spc_edwardson_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\spc\edwardson\clnl_edwardson_icon_64</Icon>
		<PortraitIcon>units\asians\spc\edwardson\clnl_edwardson_icon_portrait</PortraitIcon>
		<RolloverTextID>63551</RolloverTextID>
		<ShortRolloverTextID>63550</ShortRolloverTextID>
		<InitialHitpoints>1100</InitialHitpoints>
		<MaxHitpoints>1100</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Train row ='0' page ='0' column ='0'>ypSepoy</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>ypspcedwardson.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>90</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1059' name ='ypSPCArsonist'>
		<DBID>1598</DBID>
		<DisplayNameID>63556</DisplayNameID>
		<EditorNameID>63557</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\arsonist\spc_arsonist.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\spc\arsonist\arsonist_icon_64</Icon>
		<PortraitIcon>units\asians\spc\arsonist\arsonist_icon_portrait</PortraitIcon>
		<RolloverTextID>63555</RolloverTextID>
		<ShortRolloverTextID>63554</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>TorchProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42</TrainPoints>
		<Bounty>9</Bounty>
		<BuildBounty>9</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Gold'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>arsonist.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>27</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>44</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>44</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>36</DamageCap>
			<DamageBonus type ='AbstractCavalryInfantry'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1060' name ='ypSPCNanib'>
		<DBID>1599</DBID>
		<DisplayNameID>63560</DisplayNameID>
		<EditorNameID>63561</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\nanib\spc_nanib.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\nanib\nanib_icon_64</Icon>
		<PortraitIcon>units\asians\spc\nanib\nanib_icon_portrait</PortraitIcon>
		<RolloverTextID>63559</RolloverTextID>
		<ShortRolloverTextID>63558</ShortRolloverTextID>
		<InitialHitpoints>850</InitialHitpoints>
		<MaxHitpoints>850</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>ypspcnanib.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>5</Rate>
			<Rate type ='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>750</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>10</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>38</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1061' name ='ypSPCHuang'>
		<DBID>1600</DBID>
		<DisplayNameID>63564</DisplayNameID>
		<EditorNameID>63565</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\huang\spc_huang.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\huang\huang_icon_64</Icon>
		<PortraitIcon>units\asians\spc\huang\huang_icon_portrait</PortraitIcon>
		<RolloverTextID>63563</RolloverTextID>
		<ShortRolloverTextID>63562</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>ypspchuang.tactics</Tactics>
		<ProtoAction>
			<Name>ArrowAttack</Name>
			<Damage>24</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<HitPercent>20</HitPercent>
			<DamageMultiplier>2</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Outpost'>2.500000</Rate>
			<Rate type ='TradingPost'>5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<HitPercent>20</HitPercent>
			<DamageMultiplier>2</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>HeavenlyFireBomb</Name>
			<Damage>250</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>3</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HeavenlyTreeBomb</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Nature'>10</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1062' name ='ypSPCChen'>
		<DBID>1601</DBID>
		<DisplayNameID>63568</DisplayNameID>
		<EditorNameID>63569</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\chen\spc_chen.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\chen\chen_icon_64</Icon>
		<PortraitIcon>units\asians\spc\chen\chen_icon_portrait</PortraitIcon>
		<RolloverTextID>63567</RolloverTextID>
		<ShortRolloverTextID>63566</ShortRolloverTextID>
		<InitialHitpoints>1250</InitialHitpoints>
		<MaxHitpoints>1250</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.8000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>ypspcchen.tactics</Tactics>
		<ProtoAction>
			<Name>BloodSmash</Name>
			<Damage>400</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1063' name ='ypIGCTokugawaFoot'>
		<DBID>1603</DBID>
		<DisplayNameID>63600</DisplayNameID>
		<EditorNameID>63601</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\tokugawa\igc_tokugawa_foot.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\tokugawa\tokugawa_icon</Icon>
		<PortraitIcon>units\asians\spc\tokugawa\tokugawa_icon_portrait</PortraitIcon>
		<RolloverTextID>65554</RolloverTextID>
		<ShortRolloverTextID>65555</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1064' name ='ypIGCKichiroFoot'>
		<DBID>1604</DBID>
		<DisplayNameID>63602</DisplayNameID>
		<EditorNameID>63603</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\kichiro\igc_kichiro_foot.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\kichiro\kichiro_icon</Icon>
		<PortraitIcon>units\asians\spc\kichiro\kichiro_icon_portrait</PortraitIcon>
		<RolloverTextID>65540</RolloverTextID>
		<ShortRolloverTextID>65541</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1065' name ='ypIGCMototadaHorse'>
		<DBID>1605</DBID>
		<DisplayNameID>63604</DisplayNameID>
		<EditorNameID>63605</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\mototada\igc_mototada_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\mototada\mototada_icon_64</Icon>
		<PortraitIcon>units\asians\spc\mototada\mototada_icon_portrait</PortraitIcon>
		<RolloverTextID>65547</RolloverTextID>
		<ShortRolloverTextID>65549</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1066' name ='ypIGCSamurai'>
		<DBID>1606</DBID>
		<DisplayNameID>63606</DisplayNameID>
		<EditorNameID>63607</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\samurai\igc_samurai.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\japanese\samurai\samurai_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\samurai\samurai_icon_portrait</PortraitIcon>
		<RolloverTextID>65933</RolloverTextID>
		<ShortRolloverTextID>65934</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1067' name ='ypNativeTempleZen'>
		<DBID>1607</DBID>
		<DisplayNameID>63608</DisplayNameID>
		<EditorNameID>63609</EditorNameID>
		<SubCiv>Zen</SubCiv>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\zen_temple.xml</AnimFile>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1068' name ='ypNativeTempleShaolin'>
		<DBID>1608</DBID>
		<DisplayNameID>63610</DisplayNameID>
		<EditorNameID>63611</EditorNameID>
		<SubCiv>Shaolin</SubCiv>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\shaolin_temple.xml</AnimFile>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1069' name ='ypFuchuan'>
		<DBID>1609</DBID>
		<DisplayNameID>63614</DisplayNameID>
		<EditorNameID>63615</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4</TurnRate>
		<AnimFile>units\asians\naval\fuchuan\fuchuan_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\fuchuan\fuchuan_icon_64</Icon>
		<PortraitIcon>units\asians\naval\fuchuan\fuchuan_icon_portrait</PortraitIcon>
		<RolloverTextID>63613</RolloverTextID>
		<ShortRolloverTextID>63612</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>120</Bounty>
		<BuildBounty>120</BuildBounty>
		<Cost resourcetype ='Wood'>450</Cost>
		<Cost resourcetype ='Gold'>750</Cost>
		<MaxContained>75</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Train row ='0' page ='0' column ='0'>ypOldHanArmy</Train>
		<Train row ='0' page ='0' column ='1'>ypStandardArmy</Train>
		<Train row ='0' page ='0' column ='2'>ypMingArmy</Train>
		<Train row ='0' page ='0' column ='3'>ypTerritorialArmy</Train>
		<Train row ='0' page ='0' column ='4'>ypForbiddenArmy</Train>
		<Train row ='0' page ='0' column ='5'>ypImperialArmy</Train>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28</MaxRange>
			<ROF>2</ROF>
			<DamageCap>180</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1070' name ='ypNatMercSohei'>
		<DBID>1610</DBID>
		<DisplayNameID>63619</DisplayNameID>
		<EditorNameID>63620</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\sohei\sohei.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\japanese\sohei\sohei_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\sohei\sohei_icon_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>63618</RolloverTextID>
		<ShortRolloverTextID>63617</ShortRolloverTextID>
		<InitialHitpoints>140</InitialHitpoints>
		<MaxHitpoints>140</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>55</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>38</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>19</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1071' name ='ypPropsJapaneseGarden'>
		<DBID>1613</DBID>
		<DisplayNameID>63661</DisplayNameID>
		<EditorNameID>63662</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_props\japanese_garden\japanese_garden.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1072' name ='ypMarcoPoloSheep'>
		<DBID>1614</DBID>
		<DisplayNameID>63665</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\marco_polo_sheep\marco_polo_sheep.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\marco_polo_sheep\marco_polo_sheep_icon_64</Icon>
		<PortraitIcon>units\animals\marco_polo_sheep\marco_polo_sheep_icon_portrait</PortraitIcon>
		<RolloverTextID>63664</RolloverTextID>
		<ShortRolloverTextID>63663</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1073' name ='ypNuggetAbandonedTower'>
		<DBID>1616</DBID>
		<DisplayNameID>63677</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_tower\abandoned_tower.xml</AnimFile>
		<DeadReplacement>ypBuildingRubbleTowerNugget</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>63676</RolloverTextID>
		<ShortRolloverTextID>63675</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Doppled</Flag>
		<Flag>Nugget</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1074' name ='ypPetLion'>
		<DBID>1618</DBID>
		<DisplayNameID>63684</DisplayNameID>
		<EditorNameID>63685</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\lion\lion.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\lion\lion_icon_64</Icon>
		<PortraitIcon>units\animals\lion\lion_icon_portrait</PortraitIcon>
		<RolloverTextID>63683</RolloverTextID>
		<ShortRolloverTextID>63682</ShortRolloverTextID>
		<InitialHitpoints>180</InitialHitpoints>
		<MaxHitpoints>180</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>17</Bounty>
		<BuildBounty>17</BuildBounty>
		<Cost resourcetype ='Food'>170</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1075' name ='YPPetWhiteTiger'>
		<DBID>1620</DBID>
		<DisplayNameID>63692</DisplayNameID>
		<EditorNameID>63693</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\animals\white_tiger\white_tiger.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\white_tiger\white_tiger_icon_64</Icon>
		<PortraitIcon>units\animals\white_tiger\white_tiger_icon_portrait</PortraitIcon>
		<RolloverTextID>63691</RolloverTextID>
		<ShortRolloverTextID>63690</ShortRolloverTextID>
		<InitialHitpoints>130</InitialHitpoints>
		<MaxHitpoints>130</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>13</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>1.200000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.200000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1076' name ='ypConsulateGuerreiros'>
		<DBID>1622</DBID>
		<DisplayNameID>63705</DisplayNameID>
		<EditorNameID>63706</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\musketeer\musketeer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\musketeer\musketeer_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon>
		<RolloverTextID>63704</RolloverTextID>
		<ShortRolloverTextID>63703</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1077' name ='ypSnowMonkey'>
		<DBID>1625</DBID>
		<DisplayNameID>63921</DisplayNameID>
		<EditorNameID>63922</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\snow_monkey\snow_monkey.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\snow_monkey\snowmonkey_icon</Icon>
		<PortraitIcon>units\animals\snow_monkey\snowmonkey_icon_portrait</PortraitIcon>
		<RolloverTextID>63920</RolloverTextID>
		<ShortRolloverTextID>63919</ShortRolloverTextID>
		<InitialHitpoints>90</InitialHitpoints>
		<MaxHitpoints>90</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1078' name ='ypPanda'>
		<DBID>1626</DBID>
		<DisplayNameID>63925</DisplayNameID>
		<EditorNameID>63926</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\panda\panda.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\panda\panda_icon</Icon>
		<PortraitIcon>units\animals\panda\panda_icon_portrait</PortraitIcon>
		<RolloverTextID>63924</RolloverTextID>
		<ShortRolloverTextID>63923</ShortRolloverTextID>
		<InitialHitpoints>350</InitialHitpoints>
		<MaxHitpoints>350</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1079' name ='ypOrangutan'>
		<DBID>1627</DBID>
		<DisplayNameID>63929</DisplayNameID>
		<EditorNameID>63930</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\orangutan\orangutan.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\orangutan\orangutan_icon</Icon>
		<PortraitIcon>units\animals\orangutan\orangutan_icon_portrait</PortraitIcon>
		<RolloverTextID>63928</RolloverTextID>
		<ShortRolloverTextID>63927</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15.0000</Bounty>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1080' name ='YPSPCAztecTemple'>
		<DBID>1628</DBID>
		<DisplayNameID>63953</DisplayNameID>
		<EditorNameID>63954</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>7</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\aztec_temple\spc_aztec_temple.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\asian_civs\spc\aztec_temple\aztec_temple_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\spc\aztec_temple\aztec_temple_icon_portrait</PortraitIcon>
		<RolloverTextID>63952</RolloverTextID>
		<ShortRolloverTextID>63951</ShortRolloverTextID>
		<InitialHitpoints>4500</InitialHitpoints>
		<MaxHitpoints>4500</MaxHitpoints>
		<LOS>14</LOS>
		<Bounty>150</Bounty>
		<Cost resourcetype ='Wood'>600</Cost>
		<Cost resourcetype ='Gold'>600</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Decay delay ='60.0000' duration ='60.0000'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1081' name ='ypKingsHill'>
		<DBID>1636</DBID>
		<DisplayNameID>64128</DisplayNameID>
		<EditorNameID>64129</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>6</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\fort\fort.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\fort\fort_icon</Icon>
		<MinimapIcon>ui\minimap\fort_star_16x16</MinimapIcon>
		<PortraitIcon>buildings\fort\fort_portrait</PortraitIcon>
		<RolloverTextID>64127</RolloverTextID>
		<ShortRolloverTextID>64126</ShortRolloverTextID>
		<InitialHitpoints>6500</InitialHitpoints>
		<MaxHitpoints>6500</MaxHitpoints>
		<LOS>38</LOS>
		<Bounty>240</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>StartingColonyBuilding</Flag>
		<Flag>ColonyPlacementCenter</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
		<Tactics>ypkingshill.tactics</Tactics>
	</Unit>
	<Unit id ='1082' name ='ypIGCTokugawaHorse'>
		<DBID>1637</DBID>
		<DisplayNameID>64170</DisplayNameID>
		<EditorNameID>64171</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\tokugawa\igc_tokugawa_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\tokugawa\tokugawa_icon</Icon>
		<PortraitIcon>units\asians\spc\tokugawa\tokugawa_icon_portrait</PortraitIcon>
		<RolloverTextID>65556</RolloverTextID>
		<ShortRolloverTextID>65557</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1083' name ='ypIGCShimaGeneral'>
		<DBID>1638</DBID>
		<DisplayNameID>64172</DisplayNameID>
		<EditorNameID>64173</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\shima_general\igc_shima_general.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\japanese\shogun\regecide_shogun_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\shogun\regecide_shogun_icon_portrait</PortraitIcon>
		<RolloverTextID>65929</RolloverTextID>
		<ShortRolloverTextID>65930</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1084' name ='ypIGCShimaGeneralScene'>
		<DBID>1639</DBID>
		<DisplayNameID>64174</DisplayNameID>
		<EditorNameID>64175</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>animation_library\asians\igc\shima_general_scene\shima_general_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<RolloverTextID>65931</RolloverTextID>
		<ShortRolloverTextID>65932</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1085' name ='ypIGCSamuraiFleeing'>
		<DBID>1640</DBID>
		<DisplayNameID>64176</DisplayNameID>
		<EditorNameID>64177</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>animation_library\asians\igc\samurai_fleeing\samurai_fleeing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1086' name ='ypIGCMototadaDeath'>
		<DBID>1641</DBID>
		<DisplayNameID>64178</DisplayNameID>
		<EditorNameID>64179</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>animation_library\asians\igc\mototada_death\mototada_death.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1087' name ='ypPropsJapaneseCasualties'>
		<DBID>1642</DBID>
		<DisplayNameID>64180</DisplayNameID>
		<EditorNameID>64181</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\spc\japanese_casualties\japanese_casualties.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1088' name ='ypJapaneseRubble'>
		<DBID>1643</DBID>
		<EditorNameID>64182</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_props\japanese_rubble\japanese_rubble_4x4.xml</AnimFile>
		<Lifespan>10</Lifespan>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1089' name ='ypPropsFog'>
		<DBID>1644</DBID>
		<DisplayNameID>64183</DisplayNameID>
		<EditorNameID>64184</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\japanese_cinematic_fog.xml</AnimFile>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1090' name ='ypIGCHuang'>
		<DBID>1645</DBID>
		<DisplayNameID>64185</DisplayNameID>
		<EditorNameID>64186</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\huang\igc_huang.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\huang\huang_icon_64</Icon>
		<PortraitIcon>units\asians\spc\huang\huang_icon_portrait</PortraitIcon>
		<RolloverTextID>65532</RolloverTextID>
		<ShortRolloverTextID>65533</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1091' name ='ypIGCJinhai'>
		<DBID>1646</DBID>
		<DisplayNameID>64187</DisplayNameID>
		<EditorNameID>64188</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\jinhai\igc_jinhai.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\jinhai\jinhai_icon_64</Icon>
		<PortraitIcon>units\asians\spc\jinhai\jinhai_icon_portrait</PortraitIcon>
		<RolloverTextID>65535</RolloverTextID>
		<ShortRolloverTextID>65534</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1092' name ='ypIGCChen'>
		<DBID>1647</DBID>
		<DisplayNameID>64189</DisplayNameID>
		<EditorNameID>64190</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\chen\igc_chen.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\chen\chen_icon_64</Icon>
		<PortraitIcon>units\asians\spc\chen\chen_icon_portrait</PortraitIcon>
		<RolloverTextID>65542</RolloverTextID>
		<ShortRolloverTextID>65543</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1093' name ='ypIGCTreasureShip'>
		<DBID>1648</DBID>
		<DisplayNameID>64191</DisplayNameID>
		<EditorNameID>64192</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\asians\spc\treasure_ship\igc_treasure_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\spc\treasure_ship\china_ship_icon_64</Icon>
		<PortraitIcon>units\asians\spc\treasure_ship\china_ship_icon_portrait</PortraitIcon>
		<RolloverTextID>65558</RolloverTextID>
		<ShortRolloverTextID>65559</ShortRolloverTextID>
		<InitialHitpoints>1400</InitialHitpoints>
		<MaxHitpoints>1400</MaxHitpoints>
		<LOS>44</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>1</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='0'>Eject</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1094' name ='ypIGCAztecTemple'>
		<DBID>1649</DBID>
		<DisplayNameID>64195</DisplayNameID>
		<EditorNameID>64196</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\aztec_temple\igc_aztec_temple.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\asian_civs\spc\aztec_temple\aztec_temple_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\spc\aztec_temple\aztec_temple_icon_portrait</PortraitIcon>
		<RolloverTextID>64194</RolloverTextID>
		<ShortRolloverTextID>64193</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>14</LOS>
		<BuildPoints>90</BuildPoints>
		<Bounty>100</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>VictoryPointBuilding</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>PlaceAnywhere</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1095' name ='ypIGCNanib'>
		<DBID>1651</DBID>
		<DisplayNameID>64199</DisplayNameID>
		<EditorNameID>64200</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\nanib\igc_nanib.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\nanib\nanib_icon_64</Icon>
		<PortraitIcon>units\asians\spc\nanib\nanib_icon_portrait</PortraitIcon>
		<RolloverTextID>65550</RolloverTextID>
		<ShortRolloverTextID>65551</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1096' name ='ypIGCPravar'>
		<DBID>1652</DBID>
		<DisplayNameID>64201</DisplayNameID>
		<EditorNameID>64202</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\prava\igc_prava.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\prava\pravar_icon_64</Icon>
		<PortraitIcon>units\asians\spc\prava\pravar_icon_portrait</PortraitIcon>
		<RolloverTextID>65552</RolloverTextID>
		<ShortRolloverTextID>65553</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1097' name ='ypIGCEdwardsonHorse'>
		<DBID>1654</DBID>
		<DisplayNameID>64205</DisplayNameID>
		<EditorNameID>64206</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\edwardson\igc_edwardson_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\edwardson\clnl_edwardson_icon_64</Icon>
		<PortraitIcon>units\asians\spc\edwardson\clnl_edwardson_icon_portrait</PortraitIcon>
		<RolloverTextID>65530</RolloverTextID>
		<ShortRolloverTextID>65531</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1098' name ='ypIGCArsonist'>
		<DBID>1655</DBID>
		<DisplayNameID>64207</DisplayNameID>
		<EditorNameID>64208</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\arsonist\igc_arsonist.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\arsonist\arsonist_icon_64</Icon>
		<PortraitIcon>units\asians\spc\arsonist\arsonist_icon_portrait</PortraitIcon>
		<RolloverTextID>65935</RolloverTextID>
		<ShortRolloverTextID>65936</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1099' name ='ypIGCSepoyScene'>
		<DBID>1656</DBID>
		<DisplayNameID>64209</DisplayNameID>
		<EditorNameID>64210</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>animation_library\asians\igc\sepoy_scene\sepoy_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1100' name ='ypIGCEdwardsonDeathScene'>
		<DBID>1658</DBID>
		<DisplayNameID>64213</DisplayNameID>
		<EditorNameID>64214</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>animation_library\asians\igc\edwardson_death\edwardson_death.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1101' name ='ypIGCFlagScene'>
		<DBID>1659</DBID>
		<DisplayNameID>64215</DisplayNameID>
		<EditorNameID>64216</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>animation_library\asians\igc\flag_scene\flag_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Wood'>30</Cost>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1102' name ='ypIndianRubble'>
		<DBID>1660</DBID>
		<EditorNameID>64217</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_props\indian_rubble\indian_rubble_4x4.xml</AnimFile>
		<Lifespan>10</Lifespan>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1103' name ='ypConsulateGarrochista'>
		<DBID>1661</DBID>
		<DisplayNameID>64222</DisplayNameID>
		<EditorNameID>64223</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\lancer\lancer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\lancer\lancer_icon</Icon>
		<PortraitIcon>units\cavalry\lancer\lancer_portrait</PortraitIcon>
		<RolloverTextID>64221</RolloverTextID>
		<ShortRolloverTextID>64220</ShortRolloverTextID>
		<InitialHitpoints>350</InitialHitpoints>
		<MaxHitpoints>350</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>110</Cost>
		<Cost resourcetype ='Gold'>90</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>62</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1104' name ='ypConsulateCarabineer'>
		<DBID>1663</DBID>
		<DisplayNameID>64230</DisplayNameID>
		<EditorNameID>64231</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\reiter\reiter_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\reiter\reiter_icon</Icon>
		<PortraitIcon>units\cavalry\reiter\reiter_portrait</PortraitIcon>
		<RolloverTextID>64229</RolloverTextID>
		<ShortRolloverTextID>64228</ShortRolloverTextID>
		<InitialHitpoints>222</InitialHitpoints>
		<MaxHitpoints>222</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>31</TrainPoints>
		<Bounty>11</Bounty>
		<BuildBounty>11</BuildBounty>
		<Cost resourcetype ='Food'>30</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>22</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
			<Damage>22</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1105' name ='ypDojo'>
		<DBID>1666</DBID>
		<DisplayNameID>64321</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\dojo\dojo.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\dojo\dojo_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\dojo\dojo_icon_portrait</PortraitIcon>
		<RolloverTextID>64320</RolloverTextID>
		<ShortRolloverTextID>64319</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>30</BuildPoints>
		<Bounty>40</Bounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>xpArrowKnight</Train>
		<Train row ='0' page ='0' column ='1'>xpEagleKnight</Train>
		<Train row ='0' page ='0' column ='2'>xpJaguarKnight</Train>
		<Tech row ='0' page ='1' column ='0'>ypDojoUpgrade1</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Imam</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='9' column ='1'>TacticYumi</Command>
		<Command page ='9' column ='2'>TacticAshigaru</Command>
		<Command page ='9' column ='3'>TacticSamurai</Command>
		<Command page ='9' column ='4'>TacticNaginataRider</Command>
		<Command page ='9' column ='5'>TacticYabusame</Command>
		<Tactics>dojo.tactics</Tactics>
		<ProtoAction>
			<Name>TacticXP</Name>
			<Type>AutoGather</Type>
			<Rate type ='XP'>2.250000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1106' name ='ypConsulateArmySpanish1'>
		<DBID>1667</DBID>
		<DisplayNameID>64343</DisplayNameID>
		<EditorNameID>64344</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\tercio\tercio.xml</AnimFile>
		<Icon>units\asians\consulate\spanish_expeditionary_company</Icon>
		<PortraitIcon>units\asians\consulate\spanish_expeditionary_company</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>64342</RolloverTextID>
		<ShortRolloverTextID>64341</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1107' name ='ypThuggee'>
		<DBID>1668</DBID>
		<DisplayNameID>64364</DisplayNameID>
		<EditorNameID>64365</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\delinquent_thuggee\delinquent_thuggee.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\delinquent_thuggee\thuggee_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\delinquent_thuggee\thuggee_icon_portrait</PortraitIcon>
		<RolloverTextID>64363</RolloverTextID>
		<ShortRolloverTextID>64362</ShortRolloverTextID>
		<InitialHitpoints>210</InitialHitpoints>
		<MaxHitpoints>210</MaxHitpoints>
		<LOS>22</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>150</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1108' name ='ypDelinquentThuggee'>
		<DBID>1669</DBID>
		<DisplayNameID>64368</DisplayNameID>
		<EditorNameID>64369</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\asians\mercenaries\delinquent_thuggee\delinquent_thuggee.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\delinquent_thuggee\thuggee_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\delinquent_thuggee\thuggee_icon_portrait</PortraitIcon>
		<RolloverTextID>64367</RolloverTextID>
		<ShortRolloverTextID>64366</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>20</Bounty>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1109' name ='ypFishingBoatAsian'>
		<DBID>1672</DBID>
		<DisplayNameID>64390</DisplayNameID>
		<EditorNameID>64391</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6</TurnRate>
		<AnimFile>units\asians\naval\fishing_boat_asian\fishing_boat_asian.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\fishing_boat_asian\chinese_fishing_boat_icon</Icon>
		<PortraitIcon>units\asians\naval\fishing_boat_asian\chinese_fishing_boat_icon_portrait</PortraitIcon>
		<RolloverTextID>64389</RolloverTextID>
		<ShortRolloverTextID>64388</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>Stop</Command>
		<Tactics>fishingBoatAsian.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack2</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractWhale'>0.5</Rate>
			<Rate type ='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>16</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack2</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>16</DamageCap>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='1110' name ='ypTreeJapaneseMaple'>
		<DBID>1673</DBID>
		<DisplayNameID>64489</DisplayNameID>
		<EditorNameID>64490</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_japanese_maple.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>64488</RolloverTextID>
		<ShortRolloverTextID>64487</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1111' name ='ypTreeJapanesePine'>
		<DBID>1674</DBID>
		<DisplayNameID>64493</DisplayNameID>
		<EditorNameID>64494</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_japanese_pine.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>64492</RolloverTextID>
		<ShortRolloverTextID>64491</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1112' name ='ypTreeJapaneseMapleWinter'>
		<DBID>1675</DBID>
		<DisplayNameID>64497</DisplayNameID>
		<EditorNameID>64498</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_japanese_maple_winter.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>64496</RolloverTextID>
		<ShortRolloverTextID>64495</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1113' name ='ypTreeJapanesePineWinter'>
		<DBID>1676</DBID>
		<DisplayNameID>64501</DisplayNameID>
		<EditorNameID>64502</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_japanese_pine_winter.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>64500</RolloverTextID>
		<ShortRolloverTextID>64499</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1114' name ='ypSquid'>
		<DBID>1677</DBID>
		<DisplayNameID>64505</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>30</MaxVelocity>
		<MaxRunVelocity>50</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\animals\squid\squid.xml</AnimFile>
		<Icon>units\animals\fish\bass_icon_64x64</Icon>
		<PortraitIcon>units\animals\squid\squid_icon_portrait</PortraitIcon>
		<RolloverTextID>64504</RolloverTextID>
		<ShortRolloverTextID>64503</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Good'>100</Cost>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1115' name ='ypGiantSalamander'>
		<DBID>1678</DBID>
		<DisplayNameID>64508</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\giant_salamander\giant_salamander.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\giant_salamander\giant_salamander_icon</Icon>
		<PortraitIcon>units\animals\giant_salamander\giant_salamander_icon_portrait</PortraitIcon>
		<RolloverTextID>64507</RolloverTextID>
		<ShortRolloverTextID>64506</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.080000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1116' name ='ypCatamaran'>
		<DBID>1679</DBID>
		<DisplayNameID>64511</DisplayNameID>
		<EditorNameID>64512</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>12</TurnRate>
		<AnimFile>units\asians\naval\catamaran\catamaran.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\naval\catamaran\catamaran_icon</Icon>
		<PortraitIcon>units\asians\naval\catamaran\catamaran_icon_portrait</PortraitIcon>
		<RolloverTextID>64510</RolloverTextID>
		<ShortRolloverTextID>64509</ShortRolloverTextID>
		<InitialHitpoints>220</InitialHitpoints>
		<MaxHitpoints>220</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>WaterGuardian</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>seaCatamaran.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractFish'>0.220000</Rate>
			<Rate type ='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>32</DamageCap>
		</ProtoAction>
	</Unit>
	<Unit id ='1117' name ='ypMarathanCatamaran'>
		<DBID>1680</DBID>
		<DisplayNameID>64515</DisplayNameID>
		<EditorNameID>64516</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>12</TurnRate>
		<AnimFile>units\asians\naval\catamaran\catamaran.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\naval\catamaran\catamaran_icon</Icon>
		<PortraitIcon>units\asians\naval\catamaran\catamaran_icon_portrait</PortraitIcon>
		<RolloverTextID>64514</RolloverTextID>
		<ShortRolloverTextID>64513</ShortRolloverTextID>
		<InitialHitpoints>220</InitialHitpoints>
		<MaxHitpoints>220</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<Train row ='0' page ='0' column ='0'>ypPetOrangutan</Train>
		<Train row ='0' page ='0' column ='1'>ypDacoit</Train>
		<Train row ='0' page ='0' column ='2'>ypThuggee</Train>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>catamaran.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractFish'>0.220000</Rate>
			<Rate type ='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>32</DamageCap>
		</ProtoAction>
	</Unit>
	<Unit id ='1118' name ='ypOrca'>
		<DBID>1681</DBID>
		<DisplayNameID>64519</DisplayNameID>
		<EditorNameID>64520</EditorNameID>
		<ObstructionRadiusX>1.99</ObstructionRadiusX>
		<ObstructionRadiusZ>1.99</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>8.5</MaxVelocity>
		<MaxRunVelocity>10.5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>12</TurnRate>
		<AnimFile>units\animals\orca\orca.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\orca\orca_icon</Icon>
		<PortraitIcon>units\animals\orca\orca_icon_portrait</PortraitIcon>
		<RolloverTextID>64518</RolloverTextID>
		<ShortRolloverTextID>64517</ShortRolloverTextID>
		<InitialHitpoints>220</InitialHitpoints>
		<MaxHitpoints>220</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>0</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.5'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>WaterGuardian</UnitType>
		<UnitType>Guardian</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>100</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1119' name ='ypGreatWhiteShark'>
		<DBID>1682</DBID>
		<DisplayNameID>64523</DisplayNameID>
		<EditorNameID>64524</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>12</TurnRate>
		<AnimFile>units\animals\great_white_shark\great_white_shark.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\great_white_shark\shark_icon</Icon>
		<PortraitIcon>units\animals\great_white_shark\shark_icon_portrait</PortraitIcon>
		<RolloverTextID>64522</RolloverTextID>
		<ShortRolloverTextID>64521</ShortRolloverTextID>
		<InitialHitpoints>220</InitialHitpoints>
		<MaxHitpoints>220</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>WaterGuardian</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>75</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id ='1120' name ='YPNuggetTreasureShipWreck'>
		<DBID>1683</DBID>
		<DisplayNameID>64527</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>nuggets\asian\treasure_ship_wreck\treasure_ship_wreck.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>64526</RolloverTextID>
		<ShortRolloverTextID>64525</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNuggetWater</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1121' name ='YPNuggetEuropeanWreck'>
		<DBID>1684</DBID>
		<DisplayNameID>64530</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>nuggets\asian\european_wreck\european_wreck.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>64529</RolloverTextID>
		<ShortRolloverTextID>64528</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetWater</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1122' name ='YPNuggetTurtleIsland'>
		<DBID>1685</DBID>
		<DisplayNameID>64533</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>nuggets\asian\turtle_island\turtle_island.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>64532</RolloverTextID>
		<ShortRolloverTextID>64531</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNuggetWater</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1123' name ='YPNuggetSeaLionRock'>
		<DBID>1686</DBID>
		<DisplayNameID>64536</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>nuggets\asian\sea_lion_rock\sea_lion_rock.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>64535</RolloverTextID>
		<ShortRolloverTextID>64534</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>AbstractNuggetWater</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1124' name ='YPNuggetKelp'>
		<DBID>1687</DBID>
		<DisplayNameID>64539</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>nuggets\asian\kelp\kelp.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>64538</RolloverTextID>
		<ShortRolloverTextID>64537</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>Unattackable</UnitType>
		<UnitType>AbstractNuggetWater</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1125' name ='ypNativeTempleZenSnow'>
		<DBID>1699</DBID>
		<DisplayNameID>64566</DisplayNameID>
		<EditorNameID>64567</EditorNameID>
		<SubCiv>Zen</SubCiv>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\zen_temple_snow.xml</AnimFile>
		<Icon>buildings\native_settlement\SM_asian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_asian_guy_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1126' name ='ypNativeTempleSufi'>
		<DBID>1700</DBID>
		<DisplayNameID>64568</DisplayNameID>
		<EditorNameID>64569</EditorNameID>
		<SubCiv>Zen</SubCiv>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\sufi_temple.xml</AnimFile>
		<Icon>buildings\native_settlement\SM_indian_guy_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\SM_indian_guy_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1127' name ='ypNativeTempleJesuit'>
		<DBID>1701</DBID>
		<DisplayNameID>64570</DisplayNameID>
		<EditorNameID>64571</EditorNameID>
		<SubCiv>Zen</SubCiv>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\jesuit_temple.xml</AnimFile>
		<Icon>units\asians\natives\jesuit\unit_jesuit_icon_64</Icon>
		<PortraitIcon>units\asians\natives\jesuit\unit_jesuit_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1128' name ='ypNativeTempleJesuitSnow'>
		<DBID>1702</DBID>
		<DisplayNameID>64572</DisplayNameID>
		<EditorNameID>64573</EditorNameID>
		<SubCiv>Zen</SubCiv>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\jesuit_temple_snow.xml</AnimFile>
		<Icon>units\asians\natives\jesuit\unit_jesuit_icon_64</Icon>
		<PortraitIcon>units\asians\natives\jesuit\unit_jesuit_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1129' name ='ypJunk'>
		<DBID>1703</DBID>
		<DisplayNameID>64579</DisplayNameID>
		<EditorNameID>64580</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4</TurnRate>
		<AnimFile>units\asians\naval\wokou_junk\wokou_junk.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\wokou_junk\wokou_junk_icon</Icon>
		<PortraitIcon>units\asians\naval\wokou_junk\wokou_junk_icon_portrait</PortraitIcon>
		<RolloverTextID>64578</RolloverTextID>
		<ShortRolloverTextID>64577</ShortRolloverTextID>
		<InitialHitpoints>1500</InitialHitpoints>
		<MaxHitpoints>1500</MaxHitpoints>
		<LOS>38</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100</Bounty>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>MercType5</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>WaterGuardian</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>seaJunk.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>65</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>2</ROF>
			<DamageCap>140</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1130' name ='ypSettlerJapanese'>
		<DBID>1704</DBID>
		<DisplayNameID>64588</DisplayNameID>
		<EditorNameID>64589</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\villagers\villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\shared\villager\peasant_icon</Icon>
		<PortraitIcon>units\asians\shared\villager\peasant_icon_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>64587</RolloverTextID>
		<ShortRolloverTextID>64586</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>75</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Train row ='0' page ='6' column ='2'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='3'>TownCenter</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha5</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0'>Outpost</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='4'>YPLivestockPenAsian</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata2</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settlerJapanese.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='FirePit'>1</Rate>
			<Rate type ='House'>1</Rate>
			<Rate type ='ypMonastery'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.340000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='FirePit'>0.1</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypGroveBuilding'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>NoWork</Name>
			<Rate type ='Herdable'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1131' name ='ypSPCAztecHouse'>
		<DBID>1707</DBID>
		<DisplayNameID>64616</DisplayNameID>
		<EditorNameID>64617</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\aztec_house\spc_aztec_house.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\spc\aztec_house\az_house_icon</Icon>
		<PortraitIcon>buildings\asian_civs\spc\aztec_house\az_house_portrait</PortraitIcon>
		<RolloverTextID>64615</RolloverTextID>
		<ShortRolloverTextID>64614</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>10</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='2' column ='0'>BigHouseCoatlicue</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1132' name ='ypSPCAztecFarm'>
		<DBID>1708</DBID>
		<DisplayNameID>64620</DisplayNameID>
		<EditorNameID>64621</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\aztec_farm\spc_aztec_farm.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>ui\Buildings\farm_icon</Icon>
		<PortraitIcon>ui\Buildings\farm_portrait</PortraitIcon>
		<RolloverTextID>64619</RolloverTextID>
		<ShortRolloverTextID>64618</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<Bounty>160</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>400</Cost>
		<CarryCapacity resourcetype ='Food'>100</CarryCapacity>
		<InitialResource resourcetype ='Food'>999</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>10</GathererLimit>
		<BuilderLimit>10</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Resource</UnitType>
		<Train row ='0' page ='0' column ='0'>Sheep</Train>
		<Tech row ='0' page ='1' column ='1'>SelectiveBreeding</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLargeScaleGathering</Tech>
		<Tech row ='0' page ='2' column ='0'>BigFarmCinteotl</Tech>
		<Tech row ='0' page ='1' column ='0'>HarvestCeremony</Tech>
		<Tech row ='0' page ='1' column ='0'>GreatFeast</Tech>
		<Tech row ='0' page ='1' column ='0'>GreenCornCeremony</Tech>
		<Tech row ='0' page ='2' column ='0'>BigFarmStrawberry</Tech>
		<Tech row ='0' page ='2' column ='0'>BigFarmHorsemanship</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Tactics>farm.tactics</Tactics>
	</Unit>
	<Unit id ='1133' name ='ypSPCAztecMarket'>
		<DBID>1709</DBID>
		<DisplayNameID>64624</DisplayNameID>
		<EditorNameID>64625</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\aztec_market\spc_aztec_market.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\market\market_icon</Icon>
		<PortraitIcon>buildings\market\market_portrait</PortraitIcon>
		<RolloverTextID>64623</RolloverTextID>
		<ShortRolloverTextID>64622</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>15</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='2' column ='0'>BigMarketNewYear</Tech>
		<Tech row ='0' page ='1' column ='4'>GreatCoat</Tech>
		<Tech row ='0' page ='1' column ='3'>Blunderbuss</Tech>
		<Tech row ='0' page ='1' column ='0'>HuntingDogs</Tech>
		<Tech row ='0' page ='1' column ='1'>Gangsaw</Tech>
		<Tech row ='0' page ='1' column ='1'>LogFlume</Tech>
		<Tech row ='0' page ='1' column ='0'>SteelTraps</Tech>
		<Tech row ='0' page ='1' column ='1'>CircularSaw</Tech>
		<Tech row ='0' page ='1' column ='1'>LumberCeremony</Tech>
		<Tech row ='0' page ='1' column ='4'>GreatCoat</Tech>
		<Tech row ='0' page ='1' column ='3'>Blunderbuss</Tech>
		<Tech row ='0' page ='1' column ='0'>HuntingDogs</Tech>
		<Tech row ='0' page ='1' column ='1'>Gangsaw</Tech>
		<Tech row ='0' page ='1' column ='1'>LogFlume</Tech>
		<Tech row ='0' page ='1' column ='1'>ForestSpiritCeremony</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpDeforestationNative</Tech>
		<Tech row ='0' page ='1' column ='1'>ForestPeopleCeremony</Tech>
		<Tech row ='0' page ='1' column ='3'>SpiritMedicine</Tech>
		<Tech row ='0' page ='1' column ='2'>PlacerMines</Tech>
		<Tech row ='0' page ='1' column ='2'>Amalgamation</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Command page ='7' column ='1'>MarketBuy2</Command>
		<Command page ='7' column ='0'>MarketBuy1</Command>
		<Command page ='8' column ='0'>MarketSell1</Command>
		<Command page ='8' column ='1'>MarketSell2</Command>
		<Tactics>autogatherer.tactics</Tactics>
	</Unit>
	<Unit id ='1134' name ='ypWJGiantBuddha2'>
		<DBID>1711</DBID>
		<DisplayNameID>64684</DisplayNameID>
		<EditorNameID>64685</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\giant_buddha\giant_buddha.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\giant_buddha\giant_buddha_icon</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\giant_buddha\giant_buddha_icon_portrait</PortraitIcon>
		<RolloverTextID>64683</RolloverTextID>
		<ShortRolloverTextID>64682</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
	</Unit>
	<Unit id ='1135' name ='ypWJGoldenPavillion2'>
		<DBID>1712</DBID>
		<DisplayNameID>64688</DisplayNameID>
		<EditorNameID>64689</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\golden_pavillion\golden_pavillion.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\golden_pavillion\golden_pavillion_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\golden_pavillion\golden_pavillion_icon_portrait</PortraitIcon>
		<RolloverTextID>64687</RolloverTextID>
		<ShortRolloverTextID>64686</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='1' column ='0'>Flintlock</Tech>
		<Tech row ='0' page ='1' column ='3'>Pillage</Tech>
		<Tech row ='0' page ='1' column ='4'>ProfessionalGunners</Tech>
		<Tech row ='0' page ='1' column ='1'>PaperCartridge</Tech>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='2'>TacticUnitHitpoints</Command>
		<Command page ='9' column ='0'>TacticRangedDamage</Command>
		<Command page ='9' column ='1'>TacticHandDamage</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='3'>TacticUnitSpeed</Command>
		<Tactics>goldenpavillion.tactics</Tactics>
	</Unit>
	<Unit id ='1136' name ='ypWJToshoguShrine2'>
		<DBID>1713</DBID>
		<DisplayNameID>64692</DisplayNameID>
		<EditorNameID>64693</EditorNameID>
		<PopulationCapAddition>20</PopulationCapAddition>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\toshogu_shrine\toshogu_shrine.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\toshogu_shrine\toshogu_shrine_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\toshogu_shrine\toshogu_shrine_icon_portrait</PortraitIcon>
		<RolloverTextID>64691</RolloverTextID>
		<ShortRolloverTextID>64690</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<CarryCapacity resourcetype ='Food'>999</CarryCapacity>
		<InitialResource resourcetype ='Food'>100</InitialResource>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>8</GathererLimit>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<UnitType>AbstractTypeHuntableMagnet</UnitType>
		<UnitType>AbstractShrine</UnitType>
		<UnitType>GiantBuddha</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='9' column ='0'>TacticFood</Command>
		<Command page ='9' column ='2'>TacticCoin</Command>
		<Command page ='9' column ='3'>TacticXPShrine</Command>
		<Command page ='9' column ='1'>TacticWood</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>toshoguShrine.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.930000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1137' name ='ypWJGiantBuddha3'>
		<DBID>1714</DBID>
		<DisplayNameID>64696</DisplayNameID>
		<EditorNameID>64697</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\giant_buddha\giant_buddha.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\giant_buddha\giant_buddha_icon</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\giant_buddha\giant_buddha_icon_portrait</PortraitIcon>
		<RolloverTextID>64695</RolloverTextID>
		<ShortRolloverTextID>64694</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1138' name ='ypWJGiantBuddha4'>
		<DBID>1715</DBID>
		<DisplayNameID>64700</DisplayNameID>
		<EditorNameID>64701</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\giant_buddha\giant_buddha.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\giant_buddha\giant_buddha_icon</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\giant_buddha\giant_buddha_icon_portrait</PortraitIcon>
		<RolloverTextID>64699</RolloverTextID>
		<ShortRolloverTextID>64698</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
	</Unit>
	<Unit id ='1139' name ='ypWJGiantBuddha5'>
		<DBID>1716</DBID>
		<DisplayNameID>64704</DisplayNameID>
		<EditorNameID>64705</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\giant_buddha\giant_buddha.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\giant_buddha\giant_buddha_icon</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\giant_buddha\giant_buddha_icon_portrait</PortraitIcon>
		<RolloverTextID>64703</RolloverTextID>
		<ShortRolloverTextID>64702</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1140' name ='ypWJGoldenPavillion3'>
		<DBID>1717</DBID>
		<DisplayNameID>64708</DisplayNameID>
		<EditorNameID>64709</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\golden_pavillion\golden_pavillion.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\golden_pavillion\golden_pavillion_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\golden_pavillion\golden_pavillion_icon_portrait</PortraitIcon>
		<RolloverTextID>64707</RolloverTextID>
		<ShortRolloverTextID>64706</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='0'>Flintlock</Tech>
		<Tech row ='0' page ='1' column ='3'>Pillage</Tech>
		<Tech row ='0' page ='1' column ='4'>ProfessionalGunners</Tech>
		<Tech row ='0' page ='1' column ='1'>PaperCartridge</Tech>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='0'>TacticRangedDamage</Command>
		<Command page ='9' column ='1'>TacticHandDamage</Command>
		<Command page ='9' column ='2'>TacticUnitHitpoints</Command>
		<Command page ='9' column ='3'>TacticUnitSpeed</Command>
		<Tactics>goldenpavillion.tactics</Tactics>
	</Unit>
	<Unit id ='1141' name ='ypWJGoldenPavillion4'>
		<DBID>1718</DBID>
		<DisplayNameID>64712</DisplayNameID>
		<EditorNameID>64713</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\golden_pavillion\golden_pavillion.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\golden_pavillion\golden_pavillion_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\golden_pavillion\golden_pavillion_icon_portrait</PortraitIcon>
		<RolloverTextID>64711</RolloverTextID>
		<ShortRolloverTextID>64710</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='1' column ='0'>Flintlock</Tech>
		<Tech row ='0' page ='1' column ='3'>Pillage</Tech>
		<Tech row ='0' page ='1' column ='4'>ProfessionalGunners</Tech>
		<Tech row ='0' page ='1' column ='1'>PaperCartridge</Tech>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='3'>TacticUnitSpeed</Command>
		<Command page ='9' column ='0'>TacticRangedDamage</Command>
		<Command page ='9' column ='1'>TacticHandDamage</Command>
		<Command page ='9' column ='2'>TacticUnitHitpoints</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>goldenpavillion.tactics</Tactics>
	</Unit>
	<Unit id ='1142' name ='ypWJGoldenPavillion5'>
		<DBID>1719</DBID>
		<DisplayNameID>64716</DisplayNameID>
		<EditorNameID>64717</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\golden_pavillion\golden_pavillion.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\golden_pavillion\golden_pavillion_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\golden_pavillion\golden_pavillion_icon_portrait</PortraitIcon>
		<RolloverTextID>64715</RolloverTextID>
		<ShortRolloverTextID>64714</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='0'>Flintlock</Tech>
		<Tech row ='0' page ='1' column ='3'>Pillage</Tech>
		<Tech row ='0' page ='1' column ='4'>ProfessionalGunners</Tech>
		<Tech row ='0' page ='1' column ='1'>PaperCartridge</Tech>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='2'>TacticUnitHitpoints</Command>
		<Command page ='9' column ='0'>TacticRangedDamage</Command>
		<Command page ='9' column ='1'>TacticHandDamage</Command>
		<Command page ='9' column ='3'>TacticUnitSpeed</Command>
		<Tactics>goldenpavillion.tactics</Tactics>
	</Unit>
	<Unit id ='1143' name ='ypWJShogunate2'>
		<DBID>1720</DBID>
		<DisplayNameID>64720</DisplayNameID>
		<EditorNameID>64721</EditorNameID>
		<ObstructionRadiusX>8</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\imperial_palace\imperial_palace.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\imperial_palace\shogunate_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\imperial_palace\shogunate_icon_portrait</PortraitIcon>
		<RolloverTextID>64719</RolloverTextID>
		<ShortRolloverTextID>64718</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='2'>ypDaimyoMototada</Train>
		<Train row ='0' page ='0' column ='3'>ypShogunTokugawa</Train>
		<Train row ='0' page ='0' column ='1'>ypDaimyoKiyomasa</Train>
		<Train row ='0' page ='0' column ='0'>ypDaimyoMasamune</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1144' name ='ypWJShogunate3'>
		<DBID>1721</DBID>
		<DisplayNameID>64724</DisplayNameID>
		<EditorNameID>64725</EditorNameID>
		<ObstructionRadiusX>8</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\imperial_palace\imperial_palace.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\imperial_palace\shogunate_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\imperial_palace\shogunate_icon_portrait</PortraitIcon>
		<RolloverTextID>64723</RolloverTextID>
		<ShortRolloverTextID>64722</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Train row ='0' page ='0' column ='2'>ypDaimyoMototada</Train>
		<Train row ='0' page ='0' column ='3'>ypShogunTokugawa</Train>
		<Train row ='0' page ='0' column ='1'>ypDaimyoKiyomasa</Train>
		<Train row ='0' page ='0' column ='0'>ypDaimyoMasamune</Train>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
	</Unit>
	<Unit id ='1145' name ='ypWJShogunate4'>
		<DBID>1722</DBID>
		<DisplayNameID>64728</DisplayNameID>
		<EditorNameID>64729</EditorNameID>
		<ObstructionRadiusX>8</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\imperial_palace\imperial_palace.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\imperial_palace\shogunate_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\imperial_palace\shogunate_icon_portrait</PortraitIcon>
		<RolloverTextID>64727</RolloverTextID>
		<ShortRolloverTextID>64726</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='2'>ypDaimyoMototada</Train>
		<Train row ='0' page ='0' column ='3'>ypShogunTokugawa</Train>
		<Train row ='0' page ='0' column ='1'>ypDaimyoKiyomasa</Train>
		<Train row ='0' page ='0' column ='0'>ypDaimyoMasamune</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1146' name ='ypWJShogunate5'>
		<DBID>1723</DBID>
		<DisplayNameID>64732</DisplayNameID>
		<EditorNameID>64733</EditorNameID>
		<ObstructionRadiusX>8</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\imperial_palace\imperial_palace.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\imperial_palace\shogunate_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\imperial_palace\shogunate_icon_portrait</PortraitIcon>
		<RolloverTextID>64731</RolloverTextID>
		<ShortRolloverTextID>64730</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Train row ='0' page ='0' column ='2'>ypDaimyoMototada</Train>
		<Train row ='0' page ='0' column ='3'>ypShogunTokugawa</Train>
		<Train row ='0' page ='0' column ='1'>ypDaimyoKiyomasa</Train>
		<Train row ='0' page ='0' column ='0'>ypDaimyoMasamune</Train>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
	</Unit>
	<Unit id ='1147' name ='ypWJToriiGates2'>
		<DBID>1724</DBID>
		<DisplayNameID>64736</DisplayNameID>
		<EditorNameID>64737</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\torii_gates\torii_gates.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\torii_gates\torii_gates_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\torii_gates\torii_gates_icon_portrait</PortraitIcon>
		<RolloverTextID>64735</RolloverTextID>
		<ShortRolloverTextID>64734</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>toriigates.tactics</Tactics>
	</Unit>
	<Unit id ='1148' name ='ypWJToriiGates3'>
		<DBID>1725</DBID>
		<DisplayNameID>64740</DisplayNameID>
		<EditorNameID>64741</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\torii_gates\torii_gates.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\torii_gates\torii_gates_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\torii_gates\torii_gates_icon_portrait</PortraitIcon>
		<RolloverTextID>64739</RolloverTextID>
		<ShortRolloverTextID>64738</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>toriigates.tactics</Tactics>
	</Unit>
	<Unit id ='1149' name ='ypWJToriiGates4'>
		<DBID>1726</DBID>
		<DisplayNameID>64744</DisplayNameID>
		<EditorNameID>64745</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\torii_gates\torii_gates.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\torii_gates\torii_gates_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\torii_gates\torii_gates_icon_portrait</PortraitIcon>
		<RolloverTextID>64743</RolloverTextID>
		<ShortRolloverTextID>64742</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>toriigates.tactics</Tactics>
	</Unit>
	<Unit id ='1150' name ='ypWJToriiGates5'>
		<DBID>1727</DBID>
		<DisplayNameID>64748</DisplayNameID>
		<EditorNameID>64749</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\torii_gates\torii_gates.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\torii_gates\torii_gates_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\torii_gates\torii_gates_icon_portrait</PortraitIcon>
		<RolloverTextID>64747</RolloverTextID>
		<ShortRolloverTextID>64746</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>toriigates.tactics</Tactics>
	</Unit>
	<Unit id ='1151' name ='ypWJToshoguShrine3'>
		<DBID>1728</DBID>
		<DisplayNameID>64752</DisplayNameID>
		<EditorNameID>64753</EditorNameID>
		<PopulationCapAddition>20</PopulationCapAddition>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\toshogu_shrine\toshogu_shrine.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\toshogu_shrine\toshogu_shrine_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\toshogu_shrine\toshogu_shrine_icon_portrait</PortraitIcon>
		<RolloverTextID>64751</RolloverTextID>
		<ShortRolloverTextID>64750</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<CarryCapacity resourcetype ='Food'>999</CarryCapacity>
		<InitialResource resourcetype ='Food'>100</InitialResource>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>8</GathererLimit>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractShrine</UnitType>
		<UnitType>AbstractTypeHuntableMagnet</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<UnitType>GiantBuddha</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='9' column ='2'>TacticCoin</Command>
		<Command page ='9' column ='0'>TacticFood</Command>
		<Command page ='9' column ='1'>TacticWood</Command>
		<Command page ='9' column ='3'>TacticXPShrine</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>toshoguShrine.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.930000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1152' name ='ypWJToshoguShrine4'>
		<DBID>1729</DBID>
		<DisplayNameID>64756</DisplayNameID>
		<EditorNameID>64757</EditorNameID>
		<PopulationCapAddition>20</PopulationCapAddition>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\toshogu_shrine\toshogu_shrine.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\toshogu_shrine\toshogu_shrine_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\toshogu_shrine\toshogu_shrine_icon_portrait</PortraitIcon>
		<RolloverTextID>64755</RolloverTextID>
		<ShortRolloverTextID>64754</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<CarryCapacity resourcetype ='Food'>999</CarryCapacity>
		<InitialResource resourcetype ='Food'>100</InitialResource>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>8</GathererLimit>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>GiantBuddha</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<UnitType>AbstractTypeHuntableMagnet</UnitType>
		<UnitType>AbstractShrine</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Building</UnitType>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='9' column ='2'>TacticCoin</Command>
		<Command page ='9' column ='0'>TacticFood</Command>
		<Command page ='9' column ='1'>TacticWood</Command>
		<Command page ='9' column ='3'>TacticXPShrine</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>toshoguShrine.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.930000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1153' name ='ypWJToshoguShrine5'>
		<DBID>1730</DBID>
		<DisplayNameID>64760</DisplayNameID>
		<EditorNameID>64761</EditorNameID>
		<PopulationCapAddition>20</PopulationCapAddition>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\toshogu_shrine\toshogu_shrine.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\toshogu_shrine\toshogu_shrine_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\toshogu_shrine\toshogu_shrine_icon_portrait</PortraitIcon>
		<RolloverTextID>64759</RolloverTextID>
		<ShortRolloverTextID>64758</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<CarryCapacity resourcetype ='Food'>999</CarryCapacity>
		<InitialResource resourcetype ='Food'>100</InitialResource>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<GathererLimit>8</GathererLimit>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractShrine</UnitType>
		<UnitType>AbstractTypeHuntableMagnet</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<UnitType>GiantBuddha</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='9' column ='0'>TacticFood</Command>
		<Command page ='9' column ='2'>TacticCoin</Command>
		<Command page ='9' column ='1'>TacticWood</Command>
		<Command page ='9' column ='3'>TacticXPShrine</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>toshoguShrine.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>0.350000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.930000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1154' name ='ypWIAgraFort2'>
		<DBID>1731</DBID>
		<DisplayNameID>64764</DisplayNameID>
		<EditorNameID>64765</EditorNameID>
		<ObstructionRadiusX>9</ObstructionRadiusX>
		<ObstructionRadiusZ>7</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\agra_fort\agra_fort.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wonders.xml</PlacementFile>
		<Icon>buildings\wonders\agra_fort\agra_fort_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\agra_fort\agra_fort_icon_portrait</PortraitIcon>
		<RolloverTextID>64763</RolloverTextID>
		<ShortRolloverTextID>64762</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>320</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractAgraFort</UnitType>
		<UnitType>AbstractMilitaryWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Train row ='0' page ='0' column ='3'>ypNatMercGurkha</Train>
		<Train row ='0' page ='0' column ='0'>ypRajput</Train>
		<Train row ='0' page ='0' column ='2'>ypSepoy</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Tech row ='0' page ='1' column ='0'>ypFortifiedAgra</Tech>
		<Tech row ='0' page ='1' column ='0'>ypFrontierAgra</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='6'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26</MaxRange>
			<ROF>3</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1155' name ='ypWIAgraFort3'>
		<DBID>1732</DBID>
		<DisplayNameID>64768</DisplayNameID>
		<EditorNameID>64769</EditorNameID>
		<ObstructionRadiusX>9</ObstructionRadiusX>
		<ObstructionRadiusZ>7</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\agra_fort\agra_fort.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wonders.xml</PlacementFile>
		<Icon>buildings\wonders\agra_fort\agra_fort_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\agra_fort\agra_fort_icon_portrait</PortraitIcon>
		<RolloverTextID>64767</RolloverTextID>
		<ShortRolloverTextID>64766</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>320</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractMilitaryWonder</UnitType>
		<UnitType>AbstractAgraFort</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='3'>ypNatMercGurkha</Train>
		<Train row ='0' page ='0' column ='0'>ypRajput</Train>
		<Train row ='0' page ='0' column ='2'>ypSepoy</Train>
		<Train row ='0' page ='0' column ='1'>ypUrumi</Train>
		<Tech row ='0' page ='1' column ='0'>ypFortifiedAgra</Tech>
		<Tech row ='0' page ='1' column ='0'>ypFrontierAgra</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Imam</Contain>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='6'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26</MaxRange>
			<ROF>3</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>Cannonball</Projectile>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1156' name ='ypWIAgraFort4'>
		<DBID>1733</DBID>
		<DisplayNameID>64772</DisplayNameID>
		<EditorNameID>64773</EditorNameID>
		<ObstructionRadiusX>9</ObstructionRadiusX>
		<ObstructionRadiusZ>7</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\agra_fort\agra_fort.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wonders.xml</PlacementFile>
		<Icon>buildings\wonders\agra_fort\agra_fort_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\agra_fort\agra_fort_icon_portrait</PortraitIcon>
		<RolloverTextID>64771</RolloverTextID>
		<ShortRolloverTextID>64770</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>320</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractAgraFort</UnitType>
		<UnitType>AbstractMilitaryWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='3'>ypNatMercGurkha</Train>
		<Train row ='0' page ='0' column ='0'>ypRajput</Train>
		<Train row ='0' page ='0' column ='2'>ypSepoy</Train>
		<Train row ='0' page ='0' column ='1'>ypUrumi</Train>
		<Tech row ='0' page ='1' column ='0'>ypFortifiedAgra</Tech>
		<Tech row ='0' page ='1' column ='0'>ypFrontierAgra</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='6'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26</MaxRange>
			<ROF>3</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>Cannonball</Projectile>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1157' name ='ypWIAgraFort5'>
		<DBID>1734</DBID>
		<DisplayNameID>64776</DisplayNameID>
		<EditorNameID>64777</EditorNameID>
		<ObstructionRadiusX>9</ObstructionRadiusX>
		<ObstructionRadiusZ>7</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\agra_fort\agra_fort.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wonders.xml</PlacementFile>
		<Icon>buildings\wonders\agra_fort\agra_fort_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\agra_fort\agra_fort_icon_portrait</PortraitIcon>
		<RolloverTextID>64775</RolloverTextID>
		<ShortRolloverTextID>64774</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>320</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractMilitaryWonder</UnitType>
		<UnitType>AbstractAgraFort</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='3'>ypNatMercGurkha</Train>
		<Train row ='0' page ='0' column ='0'>ypRajput</Train>
		<Train row ='0' page ='0' column ='2'>ypSepoy</Train>
		<Train row ='0' page ='0' column ='1'>ypUrumi</Train>
		<Tech row ='0' page ='1' column ='0'>ypFortifiedAgra</Tech>
		<Tech row ='0' page ='1' column ='0'>ypFrontierAgra</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Imam</Contain>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='6'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26</MaxRange>
			<ROF>3</ROF>
			<DamageCap>50</DamageCap>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>Cannonball</Projectile>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1158' name ='ypWIKarniMata2'>
		<DBID>1735</DBID>
		<DisplayNameID>64780</DisplayNameID>
		<EditorNameID>64781</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\karni_mata\karni_mata.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\karni_mata\karni_mata_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\karni_mata\karni_mata_icon_portrait</PortraitIcon>
		<RolloverTextID>64779</RolloverTextID>
		<ShortRolloverTextID>64778</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='8'>ImpArtilleryRegiments</Tech>
		<Tech row ='0' page ='1' column ='6'>ImpDeforestation</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>goldentemple.tactics</Tactics>
	</Unit>
	<Unit id ='1159' name ='ypWIKarniMata3'>
		<DBID>1736</DBID>
		<DisplayNameID>64784</DisplayNameID>
		<EditorNameID>64785</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\karni_mata\karni_mata.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\karni_mata\karni_mata_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\karni_mata\karni_mata_icon_portrait</PortraitIcon>
		<RolloverTextID>64783</RolloverTextID>
		<ShortRolloverTextID>64782</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='1' column ='8'>ImpArtilleryRegiments</Tech>
		<Tech row ='0' page ='1' column ='6'>ImpDeforestation</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>goldentemple.tactics</Tactics>
	</Unit>
	<Unit id ='1160' name ='ypWIKarniMata4'>
		<DBID>1737</DBID>
		<DisplayNameID>64788</DisplayNameID>
		<EditorNameID>64789</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\karni_mata\karni_mata.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\karni_mata\karni_mata_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\karni_mata\karni_mata_icon_portrait</PortraitIcon>
		<RolloverTextID>64787</RolloverTextID>
		<ShortRolloverTextID>64786</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='8'>ImpArtilleryRegiments</Tech>
		<Tech row ='0' page ='1' column ='6'>ImpDeforestation</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>goldentemple.tactics</Tactics>
	</Unit>
	<Unit id ='1161' name ='ypWIKarniMata5'>
		<DBID>1738</DBID>
		<DisplayNameID>64792</DisplayNameID>
		<EditorNameID>64793</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\karni_mata\karni_mata.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\karni_mata\karni_mata_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\karni_mata\karni_mata_icon_portrait</PortraitIcon>
		<RolloverTextID>64791</RolloverTextID>
		<ShortRolloverTextID>64790</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='1' column ='8'>ImpArtilleryRegiments</Tech>
		<Tech row ='0' page ='1' column ='6'>ImpDeforestation</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>goldentemple.tactics</Tactics>
	</Unit>
	<Unit id ='1162' name ='ypWITajMahal2'>
		<DBID>1739</DBID>
		<DisplayNameID>64796</DisplayNameID>
		<EditorNameID>64797</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\taj_mahal\taj_mahal.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\taj_mahal\taj_mahal_icon</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\taj_mahal\taj_mahal_icon_portrait</PortraitIcon>
		<RolloverTextID>64795</RolloverTextID>
		<ShortRolloverTextID>64794</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
	</Unit>
	<Unit id ='1163' name ='ypWITajMahal3'>
		<DBID>1740</DBID>
		<DisplayNameID>64800</DisplayNameID>
		<EditorNameID>64801</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\taj_mahal\taj_mahal.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\taj_mahal\taj_mahal_icon</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\taj_mahal\taj_mahal_icon_portrait</PortraitIcon>
		<RolloverTextID>64799</RolloverTextID>
		<ShortRolloverTextID>64798</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1164' name ='ypWITajMahal4'>
		<DBID>1741</DBID>
		<DisplayNameID>64804</DisplayNameID>
		<EditorNameID>64805</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\taj_mahal\taj_mahal.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\taj_mahal\taj_mahal_icon</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\taj_mahal\taj_mahal_icon_portrait</PortraitIcon>
		<RolloverTextID>64803</RolloverTextID>
		<ShortRolloverTextID>64802</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
	</Unit>
	<Unit id ='1165' name ='ypWITajMahal5'>
		<DBID>1742</DBID>
		<DisplayNameID>64808</DisplayNameID>
		<EditorNameID>64809</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\taj_mahal\taj_mahal.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\taj_mahal\taj_mahal_icon</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\taj_mahal\taj_mahal_icon_portrait</PortraitIcon>
		<RolloverTextID>64807</RolloverTextID>
		<ShortRolloverTextID>64806</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1166' name ='ypWITowerOfVictory2'>
		<DBID>1743</DBID>
		<DisplayNameID>64812</DisplayNameID>
		<EditorNameID>64813</EditorNameID>
		<ObstructionRadiusX>4.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\tower_of_victory\tower_of_victory.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\tower_of_victory\tower_of_victory_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\tower_of_victory\tower_of_victory_icon_portrait</PortraitIcon>
		<RolloverTextID>64811</RolloverTextID>
		<ShortRolloverTextID>64810</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
	</Unit>
	<Unit id ='1167' name ='ypWITowerOfVictory3'>
		<DBID>1744</DBID>
		<DisplayNameID>64816</DisplayNameID>
		<EditorNameID>64817</EditorNameID>
		<ObstructionRadiusX>4.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\tower_of_victory\tower_of_victory.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\tower_of_victory\tower_of_victory_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\tower_of_victory\tower_of_victory_icon_portrait</PortraitIcon>
		<RolloverTextID>64815</RolloverTextID>
		<ShortRolloverTextID>64814</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1168' name ='ypWITowerOfVictory4'>
		<DBID>1745</DBID>
		<DisplayNameID>64820</DisplayNameID>
		<EditorNameID>64821</EditorNameID>
		<ObstructionRadiusX>4.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\tower_of_victory\tower_of_victory.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\tower_of_victory\tower_of_victory_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\tower_of_victory\tower_of_victory_icon_portrait</PortraitIcon>
		<RolloverTextID>64819</RolloverTextID>
		<ShortRolloverTextID>64818</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
	</Unit>
	<Unit id ='1169' name ='ypWITowerOfVictory5'>
		<DBID>1746</DBID>
		<DisplayNameID>64824</DisplayNameID>
		<EditorNameID>64825</EditorNameID>
		<ObstructionRadiusX>4.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\tower_of_victory\tower_of_victory.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\tower_of_victory\tower_of_victory_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\tower_of_victory\tower_of_victory_icon_portrait</PortraitIcon>
		<RolloverTextID>64823</RolloverTextID>
		<ShortRolloverTextID>64822</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1170' name ='ypIGCKichiroHorse'>
		<DBID>1747</DBID>
		<DisplayNameID>64826</DisplayNameID>
		<EditorNameID>64827</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\kichiro\igc_kichiro_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\kichiro\kichiro_icon</Icon>
		<PortraitIcon>units\asians\spc\kichiro\kichiro_icon_portrait</PortraitIcon>
		<RolloverTextID>65544</RolloverTextID>
		<ShortRolloverTextID>65545</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1171' name ='ypWICharminarGate2'>
		<DBID>1748</DBID>
		<DisplayNameID>64830</DisplayNameID>
		<EditorNameID>64831</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\charminar_gate\charminar_gate.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\charminar_gate\charminar_gate_icon_portrait</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\charminar_gate\charminar_gate_icon_portrait</PortraitIcon>
		<RolloverTextID>64829</RolloverTextID>
		<ShortRolloverTextID>64828</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='0'>ypRajputMansabdar</Train>
		<Train row ='0' page ='0' column ='1'>ypUrumiMansabdar</Train>
		<Train row ='0' page ='0' column ='2'>ypSepoyMansabdar</Train>
		<Train row ='0' page ='0' column ='3'>ypNatMercGurkhaJemadar</Train>
		<Train row ='0' page ='0' column ='4'>ypSowarMansabdar</Train>
		<Train row ='0' page ='0' column ='5'>ypZamburakMansabdar</Train>
		<Train row ='0' page ='0' column ='6'>ypMahoutMansabdar</Train>
		<Train row ='0' page ='0' column ='9'>ypMercFlailiphantMansabdar</Train>
		<Train row ='0' page ='0' column ='7'>ypHowdahMansabdar</Train>
		<Train row ='0' page ='0' column ='8'>ypSiegeElephantMansabdar</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1172' name ='ypIGCMototadaFoot'>
		<DBID>1749</DBID>
		<DisplayNameID>64832</DisplayNameID>
		<EditorNameID>64833</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\mototada\igc_mototada_foot.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\mototada\mototada_icon_64</Icon>
		<PortraitIcon>units\asians\spc\mototada\mototada_icon_portrait</PortraitIcon>
		<RolloverTextID>65546</RolloverTextID>
		<ShortRolloverTextID>65548</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1173' name ='ypWICharminarGate3'>
		<DBID>1750</DBID>
		<DisplayNameID>64836</DisplayNameID>
		<EditorNameID>64837</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\charminar_gate\charminar_gate.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\charminar_gate\charminar_gate_icon_portrait</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\charminar_gate\charminar_gate_icon_portrait</PortraitIcon>
		<RolloverTextID>64835</RolloverTextID>
		<ShortRolloverTextID>64834</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='0'>ypRajputMansabdar</Train>
		<Train row ='0' page ='0' column ='1'>ypUrumiMansabdar</Train>
		<Train row ='0' page ='0' column ='2'>ypSepoyMansabdar</Train>
		<Train row ='0' page ='0' column ='3'>ypNatMercGurkhaJemadar</Train>
		<Train row ='0' page ='0' column ='4'>ypSowarMansabdar</Train>
		<Train row ='0' page ='0' column ='5'>ypZamburakMansabdar</Train>
		<Train row ='0' page ='0' column ='6'>ypMahoutMansabdar</Train>
		<Train row ='0' page ='0' column ='9'>ypMercFlailiphantMansabdar</Train>
		<Train row ='0' page ='0' column ='7'>ypHowdahMansabdar</Train>
		<Train row ='0' page ='0' column ='8'>ypSiegeElephantMansabdar</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1174' name ='ypWICharminarGate4'>
		<DBID>1752</DBID>
		<DisplayNameID>64842</DisplayNameID>
		<EditorNameID>64843</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\charminar_gate\charminar_gate.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\charminar_gate\charminar_gate_icon_portrait</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\charminar_gate\charminar_gate_icon_portrait</PortraitIcon>
		<RolloverTextID>64841</RolloverTextID>
		<ShortRolloverTextID>64840</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='0'>ypRajputMansabdar</Train>
		<Train row ='0' page ='0' column ='1'>ypUrumiMansabdar</Train>
		<Train row ='0' page ='0' column ='2'>ypSepoyMansabdar</Train>
		<Train row ='0' page ='0' column ='3'>ypNatMercGurkhaJemadar</Train>
		<Train row ='0' page ='0' column ='4'>ypSowarMansabdar</Train>
		<Train row ='0' page ='0' column ='5'>ypZamburakMansabdar</Train>
		<Train row ='0' page ='0' column ='6'>ypMahoutMansabdar</Train>
		<Train row ='0' page ='0' column ='9'>ypMercFlailiphantMansabdar</Train>
		<Train row ='0' page ='0' column ='7'>ypHowdahMansabdar</Train>
		<Train row ='0' page ='0' column ='8'>ypSiegeElephantMansabdar</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1175' name ='ypWICharminarGate5'>
		<DBID>1753</DBID>
		<DisplayNameID>64846</DisplayNameID>
		<EditorNameID>64847</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\charminar_gate\charminar_gate.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\charminar_gate\charminar_gate_icon_portrait</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\charminar_gate\charminar_gate_icon_portrait</PortraitIcon>
		<RolloverTextID>64845</RolloverTextID>
		<ShortRolloverTextID>64844</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Skirmisher</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='3'>Cacadore</Train>
		<Train row ='0' page ='0' column ='5'>Hussar</Train>
		<Train row ='0' page ='0' column ='6'>Ruyter</Train>
		<Train row ='0' page ='0' column ='6'>Lancer</Train>
		<Train row ='0' page ='0' column ='6'>Cuirassier</Train>
		<Train row ='0' page ='0' column ='6'>Oprichnik</Train>
		<Train row ='0' page ='0' column ='7'>WarWagon</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='3'>Strelet</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Janissary</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='2'>Musketeer</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='1'>Pikeman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Crossbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='0'>Longbowman</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Halberdier</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Rodelero</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='4'>Dopplesoldner</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Cossack</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='5'>Uhlan</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>CavalryArcher</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='7'>Dragoon</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='8'>Grenadier</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='9'>AbusGun</Train>
		<Train row ='0' page ='0' column ='0'>ypRajputMansabdar</Train>
		<Train row ='0' page ='0' column ='1'>ypUrumiMansabdar</Train>
		<Train row ='0' page ='0' column ='2'>ypSepoyMansabdar</Train>
		<Train row ='0' page ='0' column ='3'>ypNatMercGurkhaJemadar</Train>
		<Train row ='0' page ='0' column ='4'>ypSowarMansabdar</Train>
		<Train row ='0' page ='0' column ='5'>ypZamburakMansabdar</Train>
		<Train row ='0' page ='0' column ='6'>ypMahoutMansabdar</Train>
		<Train row ='0' page ='0' column ='9'>ypMercFlailiphantMansabdar</Train>
		<Train row ='0' page ='0' column ='7'>ypHowdahMansabdar</Train>
		<Train row ='0' page ='0' column ='8'>ypSiegeElephantMansabdar</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1176' name ='ypSPCEnemyDaimyo'>
		<DBID>1754</DBID>
		<DisplayNameID>64850</DisplayNameID>
		<EditorNameID>64851</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\enemy_daimyo\spc_enemy_daimyo_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\shogun\regecide_shogun_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\shogun\regecide_shogun_icon_portrait</PortraitIcon>
		<RolloverTextID>64849</RolloverTextID>
		<ShortRolloverTextID>64848</ShortRolloverTextID>
		<InitialHitpoints>1100</InitialHitpoints>
		<MaxHitpoints>1100</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>90</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1177' name ='ypPropsJapaneseBanner'>
		<DBID>1755</DBID>
		<DisplayNameID>64852</DisplayNameID>
		<EditorNameID>64853</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\spc\japanese_banner\prop_japanese_banner.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1178' name ='ypWCTempleOfHeaven2'>
		<DBID>1756</DBID>
		<DisplayNameID>64856</DisplayNameID>
		<EditorNameID>64857</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\temple_of_heaven\temple_of_heaven.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\temple_of_heaven\temple_of_heaven_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\temple_of_heaven\temple_of_heaven_icon_portrait</PortraitIcon>
		<RolloverTextID>64855</RolloverTextID>
		<ShortRolloverTextID>64854</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1179' name ='ypPropsWarTent'>
		<DBID>1757</DBID>
		<DisplayNameID>64860</DisplayNameID>
		<EditorNameID>64861</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\war_tent\prop_war_tent.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\asian_civs\spc\war_tent\Asian_war_tent\asian_war_tent_icon</Icon>
		<PortraitIcon>buildings\asian_civs\spc\war_tent\Asian_war_tent\asian_war_tent_icon_portrait</PortraitIcon>
		<RolloverTextID>64859</RolloverTextID>
		<ShortRolloverTextID>64858</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>12</LOS>
		<Bounty>115</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1180' name ='ypWCTempleOfHeaven3'>
		<DBID>1758</DBID>
		<DisplayNameID>64864</DisplayNameID>
		<EditorNameID>64865</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\temple_of_heaven\temple_of_heaven.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\temple_of_heaven\temple_of_heaven_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\temple_of_heaven\temple_of_heaven_icon_portrait</PortraitIcon>
		<RolloverTextID>64863</RolloverTextID>
		<ShortRolloverTextID>64862</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
	</Unit>
	<Unit id ='1181' name ='ypWCTempleOfHeaven4'>
		<DBID>1759</DBID>
		<DisplayNameID>64868</DisplayNameID>
		<EditorNameID>64869</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\temple_of_heaven\temple_of_heaven.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\temple_of_heaven\temple_of_heaven_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\temple_of_heaven\temple_of_heaven_icon_portrait</PortraitIcon>
		<RolloverTextID>64867</RolloverTextID>
		<ShortRolloverTextID>64866</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
	</Unit>
	<Unit id ='1182' name ='ypWCTempleOfHeaven5'>
		<DBID>1760</DBID>
		<DisplayNameID>64872</DisplayNameID>
		<EditorNameID>64873</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\temple_of_heaven\temple_of_heaven.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\temple_of_heaven\temple_of_heaven_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\temple_of_heaven\temple_of_heaven_icon_portrait</PortraitIcon>
		<RolloverTextID>64871</RolloverTextID>
		<ShortRolloverTextID>64870</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractReligiousWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
	</Unit>
	<Unit id ='1183' name ='ypPropsExplosion'>
		<DBID>1761</DBID>
		<DisplayNameID>64874</DisplayNameID>
		<EditorNameID>64875</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\spc\explosion\prop_explosion.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<InitialHitpoints>50</InitialHitpoints>
		<MaxHitpoints>50</MaxHitpoints>
		<LOS>5</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>Doppled</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1184' name ='ypSPCJapaneseFortCorner'>
		<DBID>1762</DBID>
		<DisplayNameID>64878</DisplayNameID>
		<EditorNameID>64879</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_corner.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64877</RolloverTextID>
		<ShortRolloverTextID>64876</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>32</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1185' name ='ypSPCJapaneseFortGate'>
		<DBID>1763</DBID>
		<DisplayNameID>64882</DisplayNameID>
		<EditorNameID>64883</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_gate.xml</AnimFile>
		<AllowedHeightVariance>4</AllowedHeightVariance>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_gate_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_gate_portrait</PortraitIcon>
		<RolloverTextID>64881</RolloverTextID>
		<ShortRolloverTextID>64880</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>65</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Doppled</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>PlayerOwnsObstruction</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>wallBuild</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1186' name ='ypSPCJapaneseFortWallLarge'>
		<DBID>1764</DBID>
		<DisplayNameID>64886</DisplayNameID>
		<EditorNameID>64887</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_wall_large.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64885</RolloverTextID>
		<ShortRolloverTextID>64884</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1187' name ='ypSPCJapaneseFortWallMedium'>
		<DBID>1765</DBID>
		<DisplayNameID>64890</DisplayNameID>
		<EditorNameID>64891</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_wall_medium.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64889</RolloverTextID>
		<ShortRolloverTextID>64888</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1188' name ='ypSPCJapaneseFortWallSmall'>
		<DBID>1766</DBID>
		<DisplayNameID>64894</DisplayNameID>
		<EditorNameID>64895</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_wall_small.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64893</RolloverTextID>
		<ShortRolloverTextID>64892</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1189' name ='ypSPCJapaneseFortWallBarracks'>
		<DBID>1767</DBID>
		<DisplayNameID>64898</DisplayNameID>
		<EditorNameID>64899</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_wall_barracks.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64897</RolloverTextID>
		<ShortRolloverTextID>64896</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>65</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1190' name ='ypSPCJapaneseFortWallStable'>
		<DBID>1768</DBID>
		<DisplayNameID>64902</DisplayNameID>
		<EditorNameID>64903</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_wall_stable.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64901</RolloverTextID>
		<ShortRolloverTextID>64900</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>15</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1191' name ='ypSPCJapaneseOutpost'>
		<DBID>1770</DBID>
		<DisplayNameID>64910</DisplayNameID>
		<EditorNameID>64914</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\japanese_outpost\spc_japanese_outpost.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\spc\japanese_outpost\asian_outpost_icon</Icon>
		<PortraitIcon>buildings\asian_civs\spc\japanese_outpost\asian_outpost_icon_portrait</PortraitIcon>
		<RolloverTextID>64909</RolloverTextID>
		<ShortRolloverTextID>64908</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70</Bounty>
		<BuildBounty>35</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Command page ='1' column ='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command>CancelNativeDance</Command>
		<Command>StartNativeDance</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageCap>120</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1192' name ='ypIGCBird'>
		<DBID>1771</DBID>
		<DisplayNameID>64913</DisplayNameID>
		<EditorNameID>64915</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\asians\spc\bird\igc_bird.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\turkey\turkey_portrait</Icon>
		<PortraitIcon>units\animals\turkey\turkey_portrait</PortraitIcon>
		<RolloverTextID>64912</RolloverTextID>
		<ShortRolloverTextID>64911</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1193' name ='ypPropsCargoDebris'>
		<DBID>1772</DBID>
		<DisplayNameID>64916</DisplayNameID>
		<EditorNameID>64917</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_props\cargo_debris\spc_cargo_debris.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1194' name ='ypSPCRockCrate'>
		<DBID>1773</DBID>
		<DisplayNameID>64920</DisplayNameID>
		<EditorNameID>64921</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\spc\rock_crate\spc_rock_crate.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>64919</RolloverTextID>
		<ShortRolloverTextID>64918</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<LOS>18</LOS>
		<InitialResource resourcetype ='Gold'>50</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>4</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>MinedResource</UnitType>
		<UnitType>AbstractMine</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1195' name ='ypIGCSepoy'>
		<DBID>1774</DBID>
		<DisplayNameID>64922</DisplayNameID>
		<EditorNameID>64923</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\sepoy\igc_sepoy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\sepoy\igc_sepoy_icon</Icon>
		<PortraitIcon>units\asians\spc\sepoy\igc_sepoy_icon_portrait</PortraitIcon>
		<RolloverTextID>65928</RolloverTextID>
		<ShortRolloverTextID>65927</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1196' name ='ypSPCEmperorBahadarSharZafar'>
		<DBID>1775</DBID>
		<DisplayNameID>64926</DisplayNameID>
		<EditorNameID>64927</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\emperor_bahadar_shar_zafar\spc_emperor_bahadar_shar_zafar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\emperor_bahadar_shar_zafar\badur_icon_64</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\asians\spc\emperor_bahadar_shar_zafar\badur_icon_portrait</PortraitIcon>
		<RolloverTextID>64925</RolloverTextID>
		<ShortRolloverTextID>64924</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
	</Unit>
	<Unit id ='1197' name ='ypSPCGunpowerStores'>
		<DBID>1777</DBID>
		<DisplayNameID>64934</DisplayNameID>
		<EditorNameID>64935</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\gunpowder_stores\spc_gunpowder_stores.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\asian_civs\spc\gunpowder_stores\gunpowder_stores_icon</Icon>
		<PortraitIcon>buildings\asian_civs\spc\gunpowder_stores\gunpowder_stores_icon_portrait</PortraitIcon>
		<RolloverTextID>64933</RolloverTextID>
		<ShortRolloverTextID>64932</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>14</LOS>
		<Bounty>70</Bounty>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1198' name ='ypSPCIndianFortCorner'>
		<DBID>1778</DBID>
		<DisplayNameID>64938</DisplayNameID>
		<EditorNameID>64939</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_corner.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64937</RolloverTextID>
		<ShortRolloverTextID>64936</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>32</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1199' name ='ypSPCIndianFortGate'>
		<DBID>1779</DBID>
		<DisplayNameID>64942</DisplayNameID>
		<EditorNameID>64943</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_gate.xml</AnimFile>
		<AllowedHeightVariance>4</AllowedHeightVariance>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_gate_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_gate_portrait</PortraitIcon>
		<RolloverTextID>64941</RolloverTextID>
		<ShortRolloverTextID>64940</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>65</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Doppled</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>PlayerOwnsObstruction</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>wallBuild</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1200' name ='ypSPCIndianFortWallBarracks'>
		<DBID>1781</DBID>
		<DisplayNameID>64954</DisplayNameID>
		<EditorNameID>64955</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_wall_barracks.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64953</RolloverTextID>
		<ShortRolloverTextID>64952</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>65</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1201' name ='ypSPCIndianFortWallLarge'>
		<DBID>1782</DBID>
		<DisplayNameID>64958</DisplayNameID>
		<EditorNameID>64959</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_wall_large.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64957</RolloverTextID>
		<ShortRolloverTextID>64956</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1202' name ='ypSPCIndianFortWallMedium'>
		<DBID>1783</DBID>
		<DisplayNameID>64962</DisplayNameID>
		<EditorNameID>64963</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_wall_medium.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64961</RolloverTextID>
		<ShortRolloverTextID>64960</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1203' name ='ypSPCIndianFortWallSmall'>
		<DBID>1784</DBID>
		<DisplayNameID>64966</DisplayNameID>
		<EditorNameID>64967</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_wall_small.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64965</RolloverTextID>
		<ShortRolloverTextID>64964</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>50</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1204' name ='ypSPCIndianFortWallStable'>
		<DBID>1785</DBID>
		<DisplayNameID>64970</DisplayNameID>
		<EditorNameID>64971</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_wall_stable.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\spc\fort\spc_fort_wall_icon64x64</Icon>
		<PortraitIcon>buildings\spc\fort\spc_fort_wall_portrait</PortraitIcon>
		<RolloverTextID>64969</RolloverTextID>
		<ShortRolloverTextID>64968</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>6</LOS>
		<Cost resourcetype ='Wood'>15</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractWall</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>wallBuild</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1205' name ='ypWCConfucianAcademy2'>
		<DBID>1786</DBID>
		<DisplayNameID>64974</DisplayNameID>
		<EditorNameID>64975</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>6</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\confucian_academy\confucian_academy.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\confucian_academy\confucian_academy_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\confucian_academy\confucian_academy_icon_portrait</PortraitIcon>
		<RolloverTextID>64973</RolloverTextID>
		<ShortRolloverTextID>64972</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>YPForceTrainAtBaseTrainPoints</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='0'>WonderFlyingCrow</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointMilitary</Command>
		<Tactics>confucianacademy.tactics</Tactics>
	</Unit>
	<Unit id ='1206' name ='ypWCConfucianAcademy3'>
		<DBID>1787</DBID>
		<DisplayNameID>64978</DisplayNameID>
		<EditorNameID>64979</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>6</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\confucian_academy\confucian_academy.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\confucian_academy\confucian_academy_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\confucian_academy\confucian_academy_icon_portrait</PortraitIcon>
		<RolloverTextID>64977</RolloverTextID>
		<ShortRolloverTextID>64976</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>YPForceTrainAtBaseTrainPoints</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='0'>WonderFlyingCrow</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>confucianacademy.tactics</Tactics>
	</Unit>
	<Unit id ='1207' name ='ypWCConfucianAcademy4'>
		<DBID>1788</DBID>
		<DisplayNameID>64982</DisplayNameID>
		<EditorNameID>64983</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>6</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\confucian_academy\confucian_academy.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\confucian_academy\confucian_academy_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\confucian_academy\confucian_academy_icon_portrait</PortraitIcon>
		<RolloverTextID>64981</RolloverTextID>
		<ShortRolloverTextID>64980</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>YPForceTrainAtBaseTrainPoints</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='9' column ='0'>WonderFlyingCrow</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>confucianacademy.tactics</Tactics>
	</Unit>
	<Unit id ='1208' name ='ypWCConfucianAcademy5'>
		<DBID>1789</DBID>
		<DisplayNameID>64986</DisplayNameID>
		<EditorNameID>64987</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>6</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\confucian_academy\confucian_academy.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\confucian_academy\confucian_academy_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\confucian_academy\confucian_academy_icon_portrait</PortraitIcon>
		<RolloverTextID>64985</RolloverTextID>
		<ShortRolloverTextID>64984</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>YPForceTrainAtBaseTrainPoints</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='0'>WonderFlyingCrow</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>confucianacademy.tactics</Tactics>
	</Unit>
	<Unit id ='1209' name ='ypWCSummerPalace2'>
		<DBID>1790</DBID>
		<DisplayNameID>64993</DisplayNameID>
		<EditorNameID>64994</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\summer_palace\summer_palace.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\summer_palace\summer_palace_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\summer_palace\summer_palace_icon_portrait</PortraitIcon>
		<RolloverTextID>64992</RolloverTextID>
		<ShortRolloverTextID>64991</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractFirePit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>YPForceTrainAtBaseTrainPoints</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='1'>WonderStandardArmy</Command>
		<Command page ='9' column ='0'>WonderOldHanArmy</Command>
		<Command page ='9' column ='2'>WonderMingArmy</Command>
		<Command page ='9' column ='3'>WonderTerritorialArmy</Command>
		<Command page ='9' column ='4'>WonderForbiddenArmy</Command>
		<Command page ='9' column ='5'>WonderImperialArmy</Command>
		<Tactics>summerpalace.tactics</Tactics>
	</Unit>
	<Unit id ='1210' name ='ypWCSummerPalace3'>
		<DBID>1791</DBID>
		<DisplayNameID>64997</DisplayNameID>
		<EditorNameID>64998</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\summer_palace\summer_palace.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\summer_palace\summer_palace_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\summer_palace\summer_palace_icon_portrait</PortraitIcon>
		<RolloverTextID>64996</RolloverTextID>
		<ShortRolloverTextID>64995</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractFirePit</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>YPForceTrainAtBaseTrainPoints</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='1'>WonderStandardArmy</Command>
		<Command page ='9' column ='0'>WonderOldHanArmy</Command>
		<Command page ='9' column ='2'>WonderMingArmy</Command>
		<Command page ='9' column ='3'>WonderTerritorialArmy</Command>
		<Command page ='9' column ='4'>WonderForbiddenArmy</Command>
		<Command page ='9' column ='5'>WonderImperialArmy</Command>
		<Tactics>summerpalace.tactics</Tactics>
	</Unit>
	<Unit id ='1211' name ='ypWCSummerPalace4'>
		<DBID>1792</DBID>
		<DisplayNameID>65001</DisplayNameID>
		<EditorNameID>65002</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\summer_palace\summer_palace.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\summer_palace\summer_palace_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\summer_palace\summer_palace_icon_portrait</PortraitIcon>
		<RolloverTextID>65000</RolloverTextID>
		<ShortRolloverTextID>64999</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>AbstractFirePit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>YPForceTrainAtBaseTrainPoints</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='1'>WonderStandardArmy</Command>
		<Command page ='9' column ='0'>WonderOldHanArmy</Command>
		<Command page ='9' column ='2'>WonderMingArmy</Command>
		<Command page ='9' column ='3'>WonderTerritorialArmy</Command>
		<Command page ='9' column ='4'>WonderForbiddenArmy</Command>
		<Command page ='9' column ='5'>WonderImperialArmy</Command>
		<Tactics>summerpalace.tactics</Tactics>
	</Unit>
	<Unit id ='1212' name ='ypWCSummerPalace5'>
		<DBID>1793</DBID>
		<DisplayNameID>65005</DisplayNameID>
		<EditorNameID>65006</EditorNameID>
		<ObstructionRadiusX>7</ObstructionRadiusX>
		<ObstructionRadiusZ>8</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\summer_palace\summer_palace.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\summer_palace\summer_palace_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\summer_palace\summer_palace_icon_portrait</PortraitIcon>
		<RolloverTextID>65004</RolloverTextID>
		<ShortRolloverTextID>65003</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractFirePit</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>YPForceTrainAtBaseTrainPoints</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='1'>WonderStandardArmy</Command>
		<Command page ='9' column ='0'>WonderOldHanArmy</Command>
		<Command page ='9' column ='2'>WonderMingArmy</Command>
		<Command page ='9' column ='3'>WonderTerritorialArmy</Command>
		<Command page ='9' column ='4'>WonderForbiddenArmy</Command>
		<Command page ='9' column ='5'>WonderImperialArmy</Command>
		<Tactics>summerpalace.tactics</Tactics>
	</Unit>
	<Unit id ='1213' name ='ypWCWhitePagoda2'>
		<DBID>1797</DBID>
		<DisplayNameID>65017</DisplayNameID>
		<EditorNameID>65018</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\white_pagoda\white_pagoda.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\white_pagoda\White_Pagoda_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\white_pagoda\White_Pagoda_icon_portrait</PortraitIcon>
		<RolloverTextID>65016</RolloverTextID>
		<ShortRolloverTextID>65015</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1214' name ='ypWCWhitePagoda3'>
		<DBID>1798</DBID>
		<DisplayNameID>65021</DisplayNameID>
		<EditorNameID>65022</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\white_pagoda\white_pagoda.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\white_pagoda\White_Pagoda_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\white_pagoda\White_Pagoda_icon_portrait</PortraitIcon>
		<RolloverTextID>65020</RolloverTextID>
		<ShortRolloverTextID>65019</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1215' name ='ypWCWhitePagoda5'>
		<DBID>1799</DBID>
		<DisplayNameID>65025</DisplayNameID>
		<EditorNameID>65026</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\white_pagoda\white_pagoda.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\white_pagoda\White_Pagoda_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\white_pagoda\White_Pagoda_icon_portrait</PortraitIcon>
		<RolloverTextID>65024</RolloverTextID>
		<ShortRolloverTextID>65023</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='1'>Delete</Command>
	</Unit>
	<Unit id ='1216' name ='ypWCWhitePagoda4'>
		<DBID>1800</DBID>
		<DisplayNameID>65029</DisplayNameID>
		<EditorNameID>65030</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\white_pagoda\white_pagoda.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\white_pagoda\White_Pagoda_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\white_pagoda\White_Pagoda_icon_portrait</PortraitIcon>
		<RolloverTextID>65028</RolloverTextID>
		<ShortRolloverTextID>65027</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1217' name ='ypWCPorcelainTower2'>
		<DBID>1801</DBID>
		<DisplayNameID>65033</DisplayNameID>
		<EditorNameID>65034</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\porcelain_tower\porcelain_tower.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\porcelain_tower\porcelain_tower_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\porcelain_tower\porcelain_tower_icon_portrait</PortraitIcon>
		<RolloverTextID>65032</RolloverTextID>
		<ShortRolloverTextID>65031</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>800</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='3'>WonderCoin</Command>
		<Command page ='9' column ='1'>WonderFood</Command>
		<Command page ='9' column ='2'>WonderWood</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='9' column ='0'>TacticTrade</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>porcelaintower.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowCoin</Name>
			<Type>AutoGather</Type>
			<Rate type ='Gold'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowFood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Food'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.150000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowXP</Name>
			<Type>AutoGather</Type>
			<Rate type ='XP'>0.150000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1218' name ='ypWCPorcelainTower3'>
		<DBID>1802</DBID>
		<DisplayNameID>65037</DisplayNameID>
		<EditorNameID>65038</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\porcelain_tower\porcelain_tower.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\porcelain_tower\porcelain_tower_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\porcelain_tower\porcelain_tower_icon_portrait</PortraitIcon>
		<RolloverTextID>65036</RolloverTextID>
		<ShortRolloverTextID>65035</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>145</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='9' column ='0'>TacticTrade</Command>
		<Command page ='9' column ='3'>WonderCoin</Command>
		<Command page ='9' column ='1'>WonderFood</Command>
		<Command page ='9' column ='2'>WonderWood</Command>
		<Tactics>porcelaintower.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowCoin</Name>
			<Type>AutoGather</Type>
			<Rate type ='Gold'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowFood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Food'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.150000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowXP</Name>
			<Type>AutoGather</Type>
			<Rate type ='XP'>0.150000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1219' name ='ypWCPorcelainTower4'>
		<DBID>1803</DBID>
		<DisplayNameID>65041</DisplayNameID>
		<EditorNameID>65042</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\porcelain_tower\porcelain_tower.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\porcelain_tower\porcelain_tower_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\porcelain_tower\porcelain_tower_icon_portrait</PortraitIcon>
		<RolloverTextID>65040</RolloverTextID>
		<ShortRolloverTextID>65039</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>2000</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='9' column ='0'>TacticTrade</Command>
		<Command page ='9' column ='3'>WonderCoin</Command>
		<Command page ='9' column ='1'>WonderFood</Command>
		<Command page ='9' column ='2'>WonderWood</Command>
		<Tactics>porcelaintower.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowCoin</Name>
			<Type>AutoGather</Type>
			<Rate type ='Gold'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowFood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Food'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.150000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowXP</Name>
			<Type>AutoGather</Type>
			<Rate type ='XP'>0.150000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1220' name ='ypWCPorcelainTower5'>
		<DBID>1804</DBID>
		<DisplayNameID>65045</DisplayNameID>
		<EditorNameID>65046</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\porcelain_tower\porcelain_tower.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\wonders\porcelain_tower\porcelain_tower_icon_64</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>buildings\wonders\porcelain_tower\porcelain_tower_icon_portrait</PortraitIcon>
		<RolloverTextID>65044</RolloverTextID>
		<ShortRolloverTextID>65043</ShortRolloverTextID>
		<InitialHitpoints>5000</InitialHitpoints>
		<MaxHitpoints>5000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>120</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>240</Bounty>
		<Cost resourcetype ='Food'>4000</Cost>
		<Cost resourcetype ='Gold'>4000</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractPoliticalWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Tech row ='0' page ='1' column ='1'>SaloonWildWest</Tech>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='9' column ='0'>TacticTrade</Command>
		<Command page ='9' column ='3'>WonderCoin</Command>
		<Command page ='9' column ='1'>WonderFood</Command>
		<Command page ='9' column ='2'>WonderWood</Command>
		<Tactics>porcelaintower.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>2</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowCoin</Name>
			<Type>AutoGather</Type>
			<Rate type ='Gold'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowFood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Food'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.150000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowXP</Name>
			<Type>AutoGather</Type>
			<Rate type ='XP'>0.150000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1221' name ='ypSepoyMansabdar'>
		<DBID>1806</DBID>
		<DisplayNameID>65135</DisplayNameID>
		<EditorNameID>65136</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\sepoy\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\indians\mansabdar\sepoy_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\sepoy_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65134</RolloverTextID>
		<ShortRolloverTextID>65133</ShortRolloverTextID>
		<InitialHitpoints>380</InitialHitpoints>
		<MaxHitpoints>380</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Food'>180</Cost>
		<Cost resourcetype ='Gold'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractSepoy</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>mansabdarsepoy.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1222' name ='ypUrumiMansabdar'>
		<DBID>1807</DBID>
		<DisplayNameID>65145</DisplayNameID>
		<EditorNameID>65146</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\urumi\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\indians\mansabdar\urumi_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\urumi_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65144</RolloverTextID>
		<ShortRolloverTextID>65143</ShortRolloverTextID>
		<InitialHitpoints>520</InitialHitpoints>
		<MaxHitpoints>520</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>44</Bounty>
		<BuildBounty>44</BuildBounty>
		<Cost resourcetype ='Food'>320</Cost>
		<Cost resourcetype ='Gold'>120</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<UnitType>AbstractUrumi</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>mansabdarurumi.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>37</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>3</ROF>
			<DamageCap>19</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>1</ROF>
			<DamageCap>38</DamageCap>
			<DamageBonus type ='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>1</ROF>
			<DamageCap>38</DamageCap>
			<DamageBonus type ='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>1</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2</MaxRange>
			<ROF>1</ROF>
			<DamageCap>38</DamageCap>
			<DamageBonus type ='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1223' name ='ypRajputMansabdar'>
		<DBID>1808</DBID>
		<DisplayNameID>65149</DisplayNameID>
		<EditorNameID>65150</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\rajput\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\indians\mansabdar\rajput_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\rajput_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65148</RolloverTextID>
		<ShortRolloverTextID>65147</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>28</Bounty>
		<BuildBounty>28</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<Cost resourcetype ='Wood'>70</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRajput</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>mansabdarrajput.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.300000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1224' name ='ypSowarMansabdar'>
		<DBID>1809</DBID>
		<DisplayNameID>65153</DisplayNameID>
		<EditorNameID>65154</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\sowar\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\indians\mansabdar\sowar_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\sowar_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65152</RolloverTextID>
		<ShortRolloverTextID>65151</ShortRolloverTextID>
		<InitialHitpoints>450</InitialHitpoints>
		<MaxHitpoints>450</MaxHitpoints>
		<LOS>20</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>32</Bounty>
		<BuildBounty>32</BuildBounty>
		<Cost resourcetype ='Food'>160</Cost>
		<Cost resourcetype ='Gold'>160</Cost>
		<ScoreValue>0</ScoreValue>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<UnitType>AbstractSowar</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCamel</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>mansabdarsowar.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Food'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>66</DamageCap>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1225' name ='ypZamburakMansabdar'>
		<DBID>1810</DBID>
		<DisplayNameID>65157</DisplayNameID>
		<EditorNameID>65158</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\zamburak\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\indians\mansabdar\zamburak_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\zamburak_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65156</RolloverTextID>
		<ShortRolloverTextID>65155</ShortRolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>120</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCamel</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractZamburak</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>mansabdarzamburak.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Food'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1226' name ='ypConsulateFalconet'>
		<DBID>1812</DBID>
		<DisplayNameID>65382</DisplayNameID>
		<EditorNameID>65383</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\asians\consulate\falconet\falconet.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\falconet\falconet_icon_64x64</Icon>
		<PortraitIcon>units\artillery\falconet\falconet_portrait</PortraitIcon>
		<RolloverTextID>65381</RolloverTextID>
		<ShortRolloverTextID>65380</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractConsulateSiegeFortress</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>falconet.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>26</MaxRange>
			<ROF>4</ROF>
			<DamageCap>200</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1227' name ='ypConsulateCulverin'>
		<DBID>1813</DBID>
		<DisplayNameID>65386</DisplayNameID>
		<EditorNameID>65387</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\culverin\culverin.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\culverin\culverin_icon_64x64</Icon>
		<PortraitIcon>units\artillery\culverin\culverin_portrait</PortraitIcon>
		<RolloverTextID>65385</RolloverTextID>
		<ShortRolloverTextID>65384</ShortRolloverTextID>
		<InitialHitpoints>280</InitialHitpoints>
		<MaxHitpoints>280</MaxHitpoints>
		<LOS>36</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractConsulateSiegeFortress</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>culverin.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>34</MaxRange>
			<ROF>6</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='AbstractArtillery'>4</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Ship'>10</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1228' name ='ypConsulateMortar'>
		<DBID>1814</DBID>
		<DisplayNameID>65390</DisplayNameID>
		<EditorNameID>65391</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\consulate\mortar\mortar.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\mortar\mortar_icon_64x64</Icon>
		<PortraitIcon>units\artillery\mortar\mortar_portrait</PortraitIcon>
		<RolloverTextID>65389</RolloverTextID>
		<ShortRolloverTextID>65388</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>44</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>45</Bounty>
		<BuildBounty>45</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>350</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractConsulateSiegeFortress</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>mortar.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>500</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>6</ROF>
			<DamageCap>1000</DamageCap>
			<DamageBonus type ='Ship'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1229' name ='ypConsulateGreatBombard'>
		<DBID>1815</DBID>
		<DisplayNameID>65394</DisplayNameID>
		<EditorNameID>65395</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\asians\consulate\great_bombard\great_bombard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\great_bombard\great_bombard_icon_64x64</Icon>
		<PortraitIcon>units\artillery\great_bombard\great_bombard_portrait</PortraitIcon>
		<RolloverTextID>65393</RolloverTextID>
		<ShortRolloverTextID>65392</ShortRolloverTextID>
		<InitialHitpoints>475</InitialHitpoints>
		<MaxHitpoints>475</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115</TrainPoints>
		<Bounty>70</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractConsulateSiegeIndustrial</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>greatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<Damage>500</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>8</ROF>
			<DamageCap>1000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.400000</DamageBonus>
			<DamageArea>5</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<DamageBonus type ='Ship'>1.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1230' name ='ypConsulateHorseArtillery'>
		<DBID>1816</DBID>
		<DisplayNameID>65398</DisplayNameID>
		<EditorNameID>65399</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\asians\consulate\horse_artillery\horse_artillery.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\horse_artillery_icon</Icon>
		<PortraitIcon>ui\units\horse_artillery_portrait</PortraitIcon>
		<RolloverTextID>65397</RolloverTextID>
		<ShortRolloverTextID>65396</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractConsulateSiegeIndustrial</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>horseartillery.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>125</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>26</MaxRange>
			<ROF>4</ROF>
			<DamageCap>250</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1231' name ='ypConsulateArmyOttoman1'>
		<DBID>1819</DBID>
		<DisplayNameID>65410</DisplayNameID>
		<EditorNameID>65411</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\grenadier\grenadier.xml</AnimFile>
		<Icon>units\asians\consulate\ottoman_expeditionary_company</Icon>
		<PortraitIcon>units\asians\consulate\ottoman_expeditionary_company</PortraitIcon>
		<RolloverTextID>65409</RolloverTextID>
		<ShortRolloverTextID>65408</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1232' name ='ypConsulateArmyDutch1'>
		<DBID>1821</DBID>
		<DisplayNameID>65418</DisplayNameID>
		<EditorNameID>65419</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\asians\consulate\dutch_expeditionary_company</Icon>
		<PortraitIcon>units\asians\consulate\dutch_expeditionary_company</PortraitIcon>
		<RolloverTextID>65417</RolloverTextID>
		<ShortRolloverTextID>65416</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1233' name ='ypConsulateArmyRussian1'>
		<DBID>1822</DBID>
		<DisplayNameID>65422</DisplayNameID>
		<EditorNameID>65423</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\grenadier\grenadier.xml</AnimFile>
		<Icon>units\asians\consulate\rus_armies\rus_company_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\rus_armies\rus_company_icon_64</PortraitIcon>
		<RolloverTextID>65421</RolloverTextID>
		<ShortRolloverTextID>65420</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1234' name ='ypConsulateArmyFrench1'>
		<DBID>1824</DBID>
		<DisplayNameID>65430</DisplayNameID>
		<EditorNameID>65431</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\skirmisher\skirmisher.xml</AnimFile>
		<Icon>units\asians\consulate\french_armies\french_company_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\french_armies\french_company_icon_64</PortraitIcon>
		<RolloverTextID>65429</RolloverTextID>
		<ShortRolloverTextID>65428</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1235' name ='ypConsulateBestieros'>
		<DBID>1825</DBID>
		<DisplayNameID>65434</DisplayNameID>
		<EditorNameID>65435</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\crossbow\crossbow.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\crossbow\crossbow_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\crossbow\crossbow_portrait</PortraitIcon>
		<RolloverTextID>65433</RolloverTextID>
		<ShortRolloverTextID>65432</ShortRolloverTextID>
		<InitialHitpoints>100</InitialHitpoints>
		<MaxHitpoints>100</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27</TrainPoints>
		<Bounty>8</Bounty>
		<BuildBounty>8</BuildBounty>
		<Cost resourcetype ='Food'>40</Cost>
		<Cost resourcetype ='Gold'>40</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1236' name ='ypConsulateArmyPortuguese1'>
		<DBID>1826</DBID>
		<DisplayNameID>65438</DisplayNameID>
		<EditorNameID>65439</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\crossbow\crossbow.xml</AnimFile>
		<Icon>units\asians\consulate\por_armies\por_company_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\por_armies\por_company_icon_64</PortraitIcon>
		<RolloverTextID>65437</RolloverTextID>
		<ShortRolloverTextID>65436</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1237' name ='ypTreeCoastalJapan'>
		<DBID>1827</DBID>
		<DisplayNameID>65475</DisplayNameID>
		<EditorNameID>65476</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_coastal_japan.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>65474</RolloverTextID>
		<ShortRolloverTextID>65473</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1238' name ='ypIrregular'>
		<DBID>1829</DBID>
		<DisplayNameID>65487</DisplayNameID>
		<EditorNameID>65488</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\shared\irregular\irregular.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\shared\irregular\asian_irregular_gun_icon_64</Icon>
		<PortraitIcon>units\asians\shared\irregular\asian_irregular_gun_icon_portrait</PortraitIcon>
		<RolloverTextID>65486</RolloverTextID>
		<ShortRolloverTextID>65485</ShortRolloverTextID>
		<InitialHitpoints>130</InitialHitpoints>
		<MaxHitpoints>130</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>2</TrainPoints>
		<Cost resourcetype ='Food'>20</Cost>
		<Cost resourcetype ='Gold'>20</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>LifespanUnit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractIrregular</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>21</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>21</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>21</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1239' name ='ypPeasant'>
		<DBID>1830</DBID>
		<DisplayNameID>65491</DisplayNameID>
		<EditorNameID>65492</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\shared\peasant\peasant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\shared\irregular\asian_irregular_spear_icon_64</Icon>
		<PortraitIcon>units\asians\shared\irregular\asian_irregular_spear_icon_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>65490</RolloverTextID>
		<ShortRolloverTextID>65489</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>1</TrainPoints>
		<Cost resourcetype ='Food'>20</Cost>
		<Cost resourcetype ='Gold'>20</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractIrregular</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>4</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1240' name ='ypTradeMarketAsian'>
		<DBID>1831</DBID>
		<DisplayNameID>65500</DisplayNameID>
		<EditorNameID>65501</EditorNameID>
		<ObstructionRadiusX>5</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\trade_market\trade_market.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\asian_civs\trade_market\japan\japanese_market_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\trade_market\japan\japanese_market_icon_portrait</PortraitIcon>
		<RolloverTextID>65499</RolloverTextID>
		<ShortRolloverTextID>65498</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>15</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech row ='0' page ='1' column ='0'>ypMarketBerryDogs</Tech>
		<Tech row ='0' page ='1' column ='0'>ypMarketBerryTraps</Tech>
		<Tech row ='0' page ='1' column ='1'>ypImpDeforestationAsian</Tech>
		<Tech row ='0' page ='1' column ='1'>ypMarketCircularSaw</Tech>
		<Tech row ='0' page ='1' column ='1'>ypMarketGangsaw</Tech>
		<Tech row ='0' page ='1' column ='0'>ypMarketHuntingDogs</Tech>
		<Tech row ='0' page ='1' column ='1'>ypMarketLogFlume</Tech>
		<Tech row ='0' page ='1' column ='2'>ypMarketPlacerMines</Tech>
		<Tech row ='0' page ='1' column ='2'>ypMarketAmalgamation</Tech>
		<Tech row ='0' page ='1' column ='0'>ypMarketSteelTraps</Tech>
		<Tech row ='0' page ='1' column ='3'>ypMarketWheelbarrow</Tech>
		<Tech row ='0' page ='1' column ='5'>ypMarketSpiritMedicine</Tech>
		<Tech row ='0' page ='1' column ='3'>ypMarketWheelbarrow2</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
		<Command page ='7' column ='1'>MarketBuy2</Command>
		<Command page ='7' column ='0'>MarketBuy1</Command>
		<Command page ='8' column ='0'>MarketSell1</Command>
		<Command page ='8' column ='1'>MarketSell2</Command>
		<Tactics>autogatherer.tactics</Tactics>
	</Unit>
	<Unit id ='1241' name ='ypDaimyoKiyomasa'>
		<DBID>1832</DBID>
		<DisplayNameID>65572</DisplayNameID>
		<EditorNameID>65573</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_icon_portrait</PortraitIcon>
		<RolloverTextID>65571</RolloverTextID>
		<ShortRolloverTextID>65570</ShortRolloverTextID>
		<InitialHitpoints>650</InitialHitpoints>
		<MaxHitpoints>650</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>100</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>35</Bounty>
		<BuildBounty>35</BuildBounty>
		<Cost resourcetype ='Gold'>350</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Train row ='0' page ='0' column ='0'>ypYumi</Train>
		<Train row ='0' page ='0' column ='4'>ypYabusame</Train>
		<Train row ='0' page ='0' column ='3'>ypNaginataRider</Train>
		<Train row ='0' page ='0' column ='2'>ypKensei</Train>
		<Train row ='0' page ='0' column ='1'>ypAshigaru</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='0' column ='10'>YPSetDaimyoAsHCGatherPoint</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1242' name ='ypDaimyoMototada'>
		<DBID>1833</DBID>
		<DisplayNameID>65576</DisplayNameID>
		<EditorNameID>65577</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\daimyo_mototada\daimyo_mototada_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\daimyo_mototada\daimyo_mototada_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\daimyo_mototada\daimyo_mototada_icon_portrait</PortraitIcon>
		<RolloverTextID>65575</RolloverTextID>
		<ShortRolloverTextID>65574</ShortRolloverTextID>
		<InitialHitpoints>650</InitialHitpoints>
		<MaxHitpoints>650</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>100</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>35</Bounty>
		<BuildBounty>35</BuildBounty>
		<Cost resourcetype ='Gold'>350</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>ypYumi</Train>
		<Train row ='0' page ='0' column ='2'>ypKensei</Train>
		<Train row ='0' page ='0' column ='1'>ypAshigaru</Train>
		<Train row ='0' page ='0' column ='3'>ypNaginataRider</Train>
		<Train row ='0' page ='0' column ='4'>ypYabusame</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='0' column ='10'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1243' name ='ypDaimyoMasamune'>
		<DBID>1834</DBID>
		<DisplayNameID>65582</DisplayNameID>
		<EditorNameID>65583</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\daimyo_Masamune\daimyo_masamune_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\daimyo_Masamune\daimyo_massamune_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\daimyo_Masamune\daimyo_massamune_icon_portrait</PortraitIcon>
		<RolloverTextID>65581</RolloverTextID>
		<ShortRolloverTextID>65580</ShortRolloverTextID>
		<InitialHitpoints>650</InitialHitpoints>
		<MaxHitpoints>650</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>100</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>35</Bounty>
		<BuildBounty>35</BuildBounty>
		<Cost resourcetype ='Gold'>350</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Train row ='0' page ='0' column ='0'>ypYumi</Train>
		<Train row ='0' page ='0' column ='4'>ypYabusame</Train>
		<Train row ='0' page ='0' column ='3'>ypNaginataRider</Train>
		<Train row ='0' page ='0' column ='2'>ypKensei</Train>
		<Train row ='0' page ='0' column ='1'>ypAshigaru</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='0' column ='10'>YPSetDaimyoAsHCGatherPoint</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1244' name ='ypFishMolaMola'>
		<DBID>1836</DBID>
		<DisplayNameID>65590</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\mola_mola.xml</AnimFile>
		<Icon>units\animals\fish\mola_mola_icon</Icon>
		<PortraitIcon>units\animals\fish\mola_mola_icon_portrait</PortraitIcon>
		<RolloverTextID>65589</RolloverTextID>
		<ShortRolloverTextID>65588</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractFish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1245' name ='ypFishTuna'>
		<DBID>1837</DBID>
		<DisplayNameID>65593</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\tuna.xml</AnimFile>
		<Icon>units\animals\fish\tuna_icon</Icon>
		<PortraitIcon>units\animals\fish\tuna_icon_portrait</PortraitIcon>
		<RolloverTextID>65592</RolloverTextID>
		<ShortRolloverTextID>65591</ShortRolloverTextID>
		<LOS>0</LOS>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>500</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay ='0' duration ='1.0000'></Decay>
		<MinimapColor red ='0.5000' blue ='0.5000' green ='0.5000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>AbstractFish</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Fish</UnitType>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>DontSortAlphaPolys</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1246' name ='ypTekkousen'>
		<DBID>1839</DBID>
		<DisplayNameID>65600</DisplayNameID>
		<EditorNameID>65601</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4</TurnRate>
		<AnimFile>units\asians\naval\tekkousen\tekkousen.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\tekkousen\tekkousen_icon_64</Icon>
		<PortraitIcon>units\asians\naval\tekkousen\tekkousen_icon_portrait</PortraitIcon>
		<RolloverTextID>65599</RolloverTextID>
		<ShortRolloverTextID>65598</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100</Bounty>
		<BuildBounty>100</BuildBounty>
		<Cost resourcetype ='Wood'>500</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28</MaxRange>
			<ROF>2</ROF>
			<DamageCap>180</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1247' name ='ypConsulateEspadachins'>
		<DBID>1843</DBID>
		<DisplayNameID>65770</DisplayNameID>
		<EditorNameID>65771</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\redolero\redolero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\redolero\redolero_icon_64x64</Icon>
		<PortraitIcon>units\infantry\redolero\redolero_portrait</PortraitIcon>
		<RolloverTextID>65769</RolloverTextID>
		<ShortRolloverTextID>65768</ShortRolloverTextID>
		<InitialHitpoints>135</InitialHitpoints>
		<MaxHitpoints>135</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>65</Cost>
		<Cost resourcetype ='Gold'>35</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1248' name ='ypConsulateStadhouders'>
		<DBID>1845</DBID>
		<DisplayNameID>65778</DisplayNameID>
		<EditorNameID>65779</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\musketeer\musketeer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\musketeer\musketeer_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon>
		<RolloverTextID>65777</RolloverTextID>
		<ShortRolloverTextID>65776</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1249' name ='ypConsulateTufanciCorps'>
		<DBID>1846</DBID>
		<DisplayNameID>65782</DisplayNameID>
		<EditorNameID>65783</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\janissary\janissary.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\janissary\janissary_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\janissary\janissary_icon_128</PortraitIcon>
		<RolloverTextID>65781</RolloverTextID>
		<ShortRolloverTextID>65780</ShortRolloverTextID>
		<InitialHitpoints>235</InitialHitpoints>
		<MaxHitpoints>235</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34</TrainPoints>
		<Bounty>13</Bounty>
		<BuildBounty>13</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>25</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1250' name ='ypConsulateGendarmes'>
		<DBID>1847</DBID>
		<DisplayNameID>65786</DisplayNameID>
		<EditorNameID>65787</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\cuirassier\cuirassier_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\cuirassier\cuirassier_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\cuirassier\cuirassier_portrait</PortraitIcon>
		<RolloverTextID>65785</RolloverTextID>
		<ShortRolloverTextID>65784</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Food'>150</Cost>
		<Cost resourcetype ='Gold'>150</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>120</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>60</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>80</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1251' name ='ypConsulateCzapakaUhlan'>
		<DBID>1848</DBID>
		<DisplayNameID>65790</DisplayNameID>
		<EditorNameID>65791</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\uhlan\uhlan_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\uhlan\uhlan_icon</Icon>
		<PortraitIcon>units\cavalry\uhlan\uhlan_portrait</PortraitIcon>
		<RolloverTextID>65789</RolloverTextID>
		<ShortRolloverTextID>65788</ShortRolloverTextID>
		<InitialHitpoints>190</InitialHitpoints>
		<MaxHitpoints>190</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>37</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>37</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>37</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>75</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.750000</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1252' name ='ypConsulateZweihander'>
		<DBID>1849</DBID>
		<DisplayNameID>65794</DisplayNameID>
		<EditorNameID>65795</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\dopplesoldner\dopplesoldner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\dopplesoldner\dopplesoldner_icon_64x64</Icon>
		<PortraitIcon>units\infantry\dopplesoldner\dopplesoldner_portrait</PortraitIcon>
		<RolloverTextID>65793</RolloverTextID>
		<ShortRolloverTextID>65792</ShortRolloverTextID>
		<InitialHitpoints>230</InitialHitpoints>
		<MaxHitpoints>230</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>125</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>80</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>20</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1253' name ='ypConsulateRogersRanger'>
		<DBID>1850</DBID>
		<DisplayNameID>65798</DisplayNameID>
		<EditorNameID>65799</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\skirmisher\skirmisher.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\skirmisher\skirmisher_icon</Icon>
		<PortraitIcon>units\infantry_ranged\skirmisher\skirmisher_portrait</PortraitIcon>
		<RolloverTextID>65797</RolloverTextID>
		<ShortRolloverTextID>65796</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>65</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1254' name ='ypConsulateArmyOttoman2'>
		<DBID>1851</DBID>
		<DisplayNameID>65802</DisplayNameID>
		<EditorNameID>65803</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\grenadier\grenadier.xml</AnimFile>
		<Icon>units\asians\consulate\ottoman_company</Icon>
		<PortraitIcon>units\infantry_ranged\janissary\janissary_icon_128</PortraitIcon>
		<RolloverTextID>65801</RolloverTextID>
		<ShortRolloverTextID>65800</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1255' name ='ypConsulateArmyOttoman3'>
		<DBID>1852</DBID>
		<DisplayNameID>65806</DisplayNameID>
		<EditorNameID>65807</EditorNameID>
		<PopulationCount>25</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\grenadier\grenadier.xml</AnimFile>
		<Icon>units\asians\consulate\ottoman_army</Icon>
		<PortraitIcon>units\artillery\great_bombard\great_bombard_portrait</PortraitIcon>
		<RolloverTextID>65805</RolloverTextID>
		<ShortRolloverTextID>65804</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1256' name ='ypConsulateArmyPortuguese2'>
		<DBID>1853</DBID>
		<DisplayNameID>65810</DisplayNameID>
		<EditorNameID>65811</EditorNameID>
		<PopulationCount>14</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\crossbow\crossbow.xml</AnimFile>
		<Icon>units\asians\consulate\por_armies\por_force_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\por_armies\por_force_icon_64</PortraitIcon>
		<RolloverTextID>65809</RolloverTextID>
		<ShortRolloverTextID>65808</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1257' name ='ypConsulateArmyPortuguese3'>
		<DBID>1854</DBID>
		<DisplayNameID>65814</DisplayNameID>
		<EditorNameID>65815</EditorNameID>
		<PopulationCount>25</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\crossbow\crossbow.xml</AnimFile>
		<Icon>units\asians\consulate\por_armies\por_army_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\por_armies\por_army_icon_64</PortraitIcon>
		<RolloverTextID>65813</RolloverTextID>
		<ShortRolloverTextID>65812</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1258' name ='ypConsulateArmyDutch2'>
		<DBID>1855</DBID>
		<DisplayNameID>65818</DisplayNameID>
		<EditorNameID>65819</EditorNameID>
		<PopulationCount>13</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\asians\consulate\dutch_expeditionary_force</Icon>
		<PortraitIcon>units\asians\consulate\dutch_expeditionary_force</PortraitIcon>
		<RolloverTextID>65817</RolloverTextID>
		<ShortRolloverTextID>65816</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1259' name ='ypConsulateArmyDutch3'>
		<DBID>1856</DBID>
		<DisplayNameID>65822</DisplayNameID>
		<EditorNameID>65823</EditorNameID>
		<PopulationCount>17</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\asians\consulate\dutch_army</Icon>
		<PortraitIcon>units\artillery\mortar\mortar_portrait</PortraitIcon>
		<RolloverTextID>65821</RolloverTextID>
		<ShortRolloverTextID>65820</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1260' name ='ypConsulateArmyRussian2'>
		<DBID>1857</DBID>
		<DisplayNameID>65826</DisplayNameID>
		<EditorNameID>65827</EditorNameID>
		<PopulationCount>9</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\grenadier\grenadier.xml</AnimFile>
		<Icon>units\asians\consulate\rus_armies\rus_force_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\rus_armies\rus_force_icon_64</PortraitIcon>
		<RolloverTextID>65825</RolloverTextID>
		<ShortRolloverTextID>65824</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1261' name ='ypConsulateArmyRussian3'>
		<DBID>1858</DBID>
		<DisplayNameID>65830</DisplayNameID>
		<EditorNameID>65831</EditorNameID>
		<PopulationCount>26</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\grenadier\grenadier.xml</AnimFile>
		<Icon>units\asians\consulate\rus_armies\rus_army_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\rus_armies\rus_army_icon_64</PortraitIcon>
		<RolloverTextID>65829</RolloverTextID>
		<ShortRolloverTextID>65828</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1262' name ='ypConsulateArmyBritish1'>
		<DBID>1859</DBID>
		<DisplayNameID>65834</DisplayNameID>
		<EditorNameID>65835</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\redcoat\redcoat.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\consulate\british_armies\british_company_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\british_armies\british_company_icon_64</PortraitIcon>
		<RolloverTextID>65833</RolloverTextID>
		<ShortRolloverTextID>65832</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1263' name ='ypConsulateArmyBritish2'>
		<DBID>1860</DBID>
		<DisplayNameID>65838</DisplayNameID>
		<EditorNameID>65839</EditorNameID>
		<PopulationCount>13</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\redcoat\redcoat.xml</AnimFile>
		<Icon>units\asians\consulate\british_armies\british_force_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\british_armies\british_force_icon_64</PortraitIcon>
		<RolloverTextID>65837</RolloverTextID>
		<ShortRolloverTextID>65836</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1264' name ='ypConsulateArmyBritish3'>
		<DBID>1861</DBID>
		<DisplayNameID>65842</DisplayNameID>
		<EditorNameID>65843</EditorNameID>
		<PopulationCount>27</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\redcoat\redcoat.xml</AnimFile>
		<Icon>units\asians\consulate\british_armies\british_army_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\british_armies\british_army_icon_64</PortraitIcon>
		<RolloverTextID>65841</RolloverTextID>
		<ShortRolloverTextID>65840</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1265' name ='ypConsulateArmySpanish2'>
		<DBID>1862</DBID>
		<DisplayNameID>65846</DisplayNameID>
		<EditorNameID>65847</EditorNameID>
		<PopulationCount>15</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\tercio\tercio.xml</AnimFile>
		<Icon>units\asians\consulate\spanish_company</Icon>
		<PortraitIcon>units\artillery\falconet\falconet_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>65845</RolloverTextID>
		<ShortRolloverTextID>65844</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>100</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1266' name ='ypConsulateArmySpanish3'>
		<DBID>1863</DBID>
		<DisplayNameID>65850</DisplayNameID>
		<EditorNameID>65851</EditorNameID>
		<PopulationCount>28</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\tercio\tercio.xml</AnimFile>
		<Icon>units\asians\consulate\spanish_army</Icon>
		<PortraitIcon>units\infantry\redolero\redolero_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>65849</RolloverTextID>
		<ShortRolloverTextID>65848</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1267' name ='ypConsulateArmyFrench2'>
		<DBID>1864</DBID>
		<DisplayNameID>65854</DisplayNameID>
		<EditorNameID>65855</EditorNameID>
		<PopulationCount>18</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\skirmisher\skirmisher.xml</AnimFile>
		<Icon>units\asians\consulate\french_armies\french_force_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\french_armies\french_force_icon_64</PortraitIcon>
		<RolloverTextID>65853</RolloverTextID>
		<ShortRolloverTextID>65852</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1268' name ='ypConsulateArmyFrench3'>
		<DBID>1865</DBID>
		<DisplayNameID>65858</DisplayNameID>
		<EditorNameID>65859</EditorNameID>
		<PopulationCount>27</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\skirmisher\skirmisher.xml</AnimFile>
		<Icon>units\asians\consulate\french_armies\french_army_icon_64</Icon>
		<PortraitIcon>units\asians\consulate\french_armies\french_army_icon_64</PortraitIcon>
		<RolloverTextID>65857</RolloverTextID>
		<ShortRolloverTextID>65856</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1269' name ='ypConsulateArmyGerman1'>
		<DBID>1866</DBID>
		<DisplayNameID>65862</DisplayNameID>
		<EditorNameID>65863</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\redcoat\redcoat.xml</AnimFile>
		<Icon>units\asians\consulate\german_expeditionary_company</Icon>
		<PortraitIcon>units\asians\consulate\german_expeditionary_company</PortraitIcon>
		<RolloverTextID>65861</RolloverTextID>
		<ShortRolloverTextID>65860</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1270' name ='ypConsulateArmyGerman2'>
		<DBID>1867</DBID>
		<DisplayNameID>65866</DisplayNameID>
		<EditorNameID>65867</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\redcoat\redcoat.xml</AnimFile>
		<Icon>units\asians\consulate\germany_company</Icon>
		<PortraitIcon>units\infantry_ranged\skirmisher\skirmisher_portrait</PortraitIcon>
		<RolloverTextID>65865</RolloverTextID>
		<ShortRolloverTextID>65864</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1271' name ='ypConsulateArmyGerman3'>
		<DBID>1868</DBID>
		<DisplayNameID>65870</DisplayNameID>
		<EditorNameID>65871</EditorNameID>
		<PopulationCount>25</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\redcoat\redcoat.xml</AnimFile>
		<Icon>units\asians\consulate\germany_army</Icon>
		<PortraitIcon>units\artillery\cannon\cannon_portrait</PortraitIcon>
		<RolloverTextID>65869</RolloverTextID>
		<ShortRolloverTextID>65868</ShortRolloverTextID>
		<InitialHitpoints>1200</InitialHitpoints>
		<MaxHitpoints>1200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1272' name ='ypConsulateCannon'>
		<DBID>1869</DBID>
		<DisplayNameID>65874</DisplayNameID>
		<EditorNameID>65875</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\asians\consulate\cannon\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\cannon\cannon_icon_64</Icon>
		<PortraitIcon>units\artillery\cannon\cannon_portrait</PortraitIcon>
		<RolloverTextID>65873</RolloverTextID>
		<ShortRolloverTextID>65872</ShortRolloverTextID>
		<InitialHitpoints>475</InitialHitpoints>
		<MaxHitpoints>475</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115</TrainPoints>
		<Bounty>70</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>AbstractConsulateSiegeIndustrial</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>6</ROF>
			<DamageCap>400</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1273' name ='ypConsulateGardener'>
		<DBID>1871</DBID>
		<DisplayNameID>65884</DisplayNameID>
		<EditorNameID>65885</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\light_cavalry\light_cavalry_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\light_cavalry\light_cavalry_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\light_cavalry\light_cavalry_portrait</PortraitIcon>
		<RolloverTextID>65883</RolloverTextID>
		<ShortRolloverTextID>65882</ShortRolloverTextID>
		<InitialHitpoints>320</InitialHitpoints>
		<MaxHitpoints>320</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1274' name ='ypConsulateKalmuck'>
		<DBID>1872</DBID>
		<DisplayNameID>65888</DisplayNameID>
		<EditorNameID>65889</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\dragoon\dragoon_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\dragoon\dragoon_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\dragoon\dragoon_portrait</PortraitIcon>
		<RolloverTextID>65887</RolloverTextID>
		<ShortRolloverTextID>65886</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>90</Cost>
		<Cost resourcetype ='Gold'>90</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>22</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractCoyoteMan'>2.750000</DamageBonus>
			<Damage>22</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1275' name ='ypConsulateBashkirPony'>
		<DBID>1873</DBID>
		<DisplayNameID>65892</DisplayNameID>
		<EditorNameID>65893</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\light_cavalry\light_cavalry_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\light_cavalry\light_cavalry_icon_64x64</Icon>
		<PortraitIcon>units\cavalry\light_cavalry\light_cavalry_portrait</PortraitIcon>
		<RolloverTextID>65891</RolloverTextID>
		<ShortRolloverTextID>65890</ShortRolloverTextID>
		<InitialHitpoints>320</InitialHitpoints>
		<MaxHitpoints>320</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1276' name ='ypConsulatePrussianNeedleGun'>
		<DBID>1874</DBID>
		<DisplayNameID>65896</DisplayNameID>
		<EditorNameID>65897</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\skirmisher\skirmisher.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\skirmisher\skirmisher_icon</Icon>
		<PortraitIcon>units\infantry_ranged\skirmisher\skirmisher_portrait</PortraitIcon>
		<RolloverTextID>65895</RolloverTextID>
		<ShortRolloverTextID>65894</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>65</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1277' name ='ypConsulateYoungGarde'>
		<DBID>1875</DBID>
		<DisplayNameID>65900</DisplayNameID>
		<EditorNameID>65901</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\grenadier\grenadier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\grenadier\grenadier_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\grenadier\grenadier_portrait</PortraitIcon>
		<RolloverTextID>65899</RolloverTextID>
		<ShortRolloverTextID>65898</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>36</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>36</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>36</DamageCap>
			<DamageBonus type ='AbstractCavalryInfantry'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1278' name ='ypHowdahMansabdar'>
		<DBID>1876</DBID>
		<DisplayNameID>65939</DisplayNameID>
		<EditorNameID>65940</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\howdah\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\mansabdar\howdah_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\howdah_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65938</RolloverTextID>
		<ShortRolloverTextID>65937</ShortRolloverTextID>
		<InitialHitpoints>1334</InitialHitpoints>
		<MaxHitpoints>1334</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>120</Bounty>
		<BuildBounty>120</BuildBounty>
		<Cost resourcetype ='Food'>500</Cost>
		<Cost resourcetype ='Gold'>700</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<UnitType>AbstractHowdah</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>mansabdarhowdah.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>75</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>75</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>33</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>66</DamageCap>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>75</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1279' name ='ypMahoutMansabdar'>
		<DBID>1877</DBID>
		<DisplayNameID>65943</DisplayNameID>
		<EditorNameID>65944</EditorNameID>
		<PopulationCount>14</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\mahout\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\mansabdar\mahout_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\mahout_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65942</RolloverTextID>
		<ShortRolloverTextID>65941</ShortRolloverTextID>
		<InitialHitpoints>1834</InitialHitpoints>
		<MaxHitpoints>1834</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>130</Bounty>
		<BuildBounty>130</BuildBounty>
		<Cost resourcetype ='Food'>800</Cost>
		<Cost resourcetype ='Wood'>500</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>AbstractMahout</UnitType>
		<UnitType>AbstractHandElephant</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>mansabdarmahout.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>130</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>56</DamageCap>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>56</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>56</DamageCap>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>0.5</DamageBonus>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>112</DamageCap>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1280' name ='ypSiegeElephantMansabdar'>
		<DBID>1878</DBID>
		<DisplayNameID>65947</DisplayNameID>
		<EditorNameID>65948</EditorNameID>
		<PopulationCount>14</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>4.5000</TurnRate>
		<AnimFile>units\asians\indians\siege_elephant\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\mansabdar\siege_elephant_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\siege_elephant_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65946</RolloverTextID>
		<ShortRolloverTextID>65945</ShortRolloverTextID>
		<InitialHitpoints>1400</InitialHitpoints>
		<MaxHitpoints>1400</MaxHitpoints>
		<LOS>29</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>140</Bounty>
		<BuildBounty>140</BuildBounty>
		<Cost resourcetype ='Wood'>600</Cost>
		<Cost resourcetype ='Gold'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<UnitType>AbstractSiegeElephant</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>mansabdarsiegeelephant2.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>6</ROF>
			<DamageCap>400</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>10</DamageBonus>
			<DamageBonus type ='Ship'>8</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1281' name ='ypMercFlailiphantMansabdar'>
		<DBID>1879</DBID>
		<DisplayNameID>65951</DisplayNameID>
		<EditorNameID>65952</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\flail_elephant\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\mansabdar\flail_elephant_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\flail_elephant_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65950</RolloverTextID>
		<ShortRolloverTextID>65949</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>43</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>AbstractMercFlailiphant</UnitType>
		<UnitType>AbstractHandElephant</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>mansabdarflailiphant.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>140</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>130</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>28</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>28</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractArtillery'>4</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1282' name ='YPBerryWagon1'>
		<DBID>1881</DBID>
		<DisplayNameID>65993</DisplayNameID>
		<EditorNameID>65994</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\shared\wagon\orchard_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\rickshaw\unit_chinese_grove_rickshaw_icon_64</Icon>
		<PortraitIcon>units\asians\shared\rickshaw\unit_chinese_grove_rickshaw_icon_portrait</PortraitIcon>
		<RolloverTextID>65992</RolloverTextID>
		<ShortRolloverTextID>65991</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>9</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='0' column ='1'>ypBerryBuilding</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypBerryBuilding'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1283' name ='ypBerryBuilding'>
		<DBID>1882</DBID>
		<DisplayNameID>65997</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\orchard\orchard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PlacementFile>orchard.xml</PlacementFile>
		<Icon>buildings\asian_civs\orchard\orchard_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\orchard\orchard_icon_portrait</PortraitIcon>
		<RolloverTextID>65996</RolloverTextID>
		<ShortRolloverTextID>65995</ShortRolloverTextID>
		<LOS>12</LOS>
		<BuildPoints>5</BuildPoints>
		<InitialResource resourcetype ='Food'>4500</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractFruit</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Building</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NeverCountDeathAsLoss</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1284' name ='ypFlamingArrow'>
		<DBID>1887</DBID>
		<DisplayNameID>66004</DisplayNameID>
		<EditorNameID>66005</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\asians\japanese\flaming_arrow\flaming_arrow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\japanese\flaming_arrow\flaming_arrow_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\flaming_arrow\flaming_arrow_icon_portrait</PortraitIcon>
		<RolloverTextID>66003</RolloverTextID>
		<ShortRolloverTextID>66002</ShortRolloverTextID>
		<InitialHitpoints>175</InitialHitpoints>
		<MaxHitpoints>175</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>ypFlamingArrowAmmo</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>flamingarrow.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>75</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>6</ROF>
			<DamageCap>140</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='Ship'>5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1285' name ='ypMorutaru'>
		<DBID>1888</DBID>
		<DisplayNameID>66008</DisplayNameID>
		<EditorNameID>66009</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.5000</MaxVelocity>
		<MaxRunVelocity>4.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\japanese\morutaru\morutaru.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\japanese\morutaru\morutaru_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\morutaru\morutaru_icon_portrait</PortraitIcon>
		<RolloverTextID>66007</RolloverTextID>
		<ShortRolloverTextID>66006</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>44</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38</TrainPoints>
		<Bounty>35</Bounty>
		<BuildBounty>35</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>250</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>morutaru.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>385</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>6</ROF>
			<DamageCap>750</DamageCap>
			<DamageBonus type ='Ship'>0.5</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1286' name ='ypTreeBorneo'>
		<DBID>1891</DBID>
		<DisplayNameID>66051</DisplayNameID>
		<EditorNameID>66052</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_borneo.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>66050</RolloverTextID>
		<ShortRolloverTextID>66049</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1287' name ='ypTreeBorneoPalm'>
		<DBID>1892</DBID>
		<DisplayNameID>66059</DisplayNameID>
		<EditorNameID>66060</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_borneo_palm.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>66058</RolloverTextID>
		<ShortRolloverTextID>66057</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1288' name ='ypTreeBorneoCanopy'>
		<DBID>1893</DBID>
		<DisplayNameID>66063</DisplayNameID>
		<EditorNameID>66064</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>10</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_borneo_canopy.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>66062</RolloverTextID>
		<ShortRolloverTextID>66061</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Good'>15</Cost>
		<Cost resourcetype ='Food'>15</Cost>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<ResourceSubType>Wood</ResourceSubType>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1289' name ='YPDockWagon'>
		<DBID>1894</DBID>
		<DisplayNameID>66101</DisplayNameID>
		<EditorNameID>66102</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\shared\wagon\misc_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\chinese_town_center_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>66100</RolloverTextID>
		<ShortRolloverTextID>66099</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='0'>Dock</Train>
		<Train row ='0' page ='6' column ='0'>YPDockAsian</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>dockwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='YPDockAsian'>2</Rate>
			<Rate type ='Dock'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1290' name ='ypSPCConsulateWagon'>
		<DBID>1895</DBID>
		<DisplayNameID>66126</DisplayNameID>
		<EditorNameID>66127</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\shared\wagon\misc_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\chinese_town_center_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>66125</RolloverTextID>
		<ShortRolloverTextID>66124</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Train row ='0' page ='6' column ='0'>ypConsulate</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypConsulate'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1291' name ='ypSPCDaimyoKiyomasa'>
		<DBID>1896</DBID>
		<DisplayNameID>66171</DisplayNameID>
		<EditorNameID>66172</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_icon_portrait</PortraitIcon>
		<RolloverTextID>66170</RolloverTextID>
		<ShortRolloverTextID>66169</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Train row ='0' page ='0' column ='0'>ypYumi</Train>
		<Train row ='0' page ='0' column ='4'>ypYabusame</Train>
		<Train row ='0' page ='0' column ='3'>ypNaginataRider</Train>
		<Train row ='0' page ='0' column ='2'>ypKensei</Train>
		<Train row ='0' page ='0' column ='1'>ypAshigaru</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='0' column ='10'>YPSetDaimyoAsHCGatherPoint</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1292' name ='ypSPCDaimyoMasamune'>
		<DBID>1897</DBID>
		<DisplayNameID>66175</DisplayNameID>
		<EditorNameID>66176</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\daimyo_Masamune\daimyo_masamune_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\daimyo_Masamune\daimyo_massamune_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\daimyo_Masamune\daimyo_massamune_icon_portrait</PortraitIcon>
		<RolloverTextID>66174</RolloverTextID>
		<ShortRolloverTextID>66173</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Train row ='0' page ='0' column ='0'>ypYumi</Train>
		<Train row ='0' page ='0' column ='4'>ypYabusame</Train>
		<Train row ='0' page ='0' column ='3'>ypNaginataRider</Train>
		<Train row ='0' page ='0' column ='2'>ypKensei</Train>
		<Train row ='0' page ='0' column ='1'>ypAshigaru</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='0' column ='10'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1293' name ='ypSPCDaimyoTadaoki'>
		<DBID>1898</DBID>
		<DisplayNameID>66179</DisplayNameID>
		<EditorNameID>66180</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\enemy_daimyo\spc_enemy_daimyo_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\shogun\regecide_shogun_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\shogun\regecide_shogun_icon_portrait</PortraitIcon>
		<RolloverTextID>66178</RolloverTextID>
		<ShortRolloverTextID>66177</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Train row ='0' page ='0' column ='0'>ypYumi</Train>
		<Train row ='0' page ='0' column ='4'>ypYabusame</Train>
		<Train row ='0' page ='0' column ='3'>ypNaginataRider</Train>
		<Train row ='0' page ='0' column ='2'>ypKensei</Train>
		<Train row ='0' page ='0' column ='1'>ypAshigaru</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='0' column ='10'>YPSetDaimyoAsHCGatherPoint</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1294' name ='ypCastleRegicide'>
		<DBID>1907</DBID>
		<DisplayNameID>66221</DisplayNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>6</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\castle_regicide\castle_regicide.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\castle_regicide\shogun_castle_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\castle_regicide\shogun_castle_icon_portrait</PortraitIcon>
		<RolloverTextID>66220</RolloverTextID>
		<ShortRolloverTextID>66219</ShortRolloverTextID>
		<InitialHitpoints>6000</InitialHitpoints>
		<MaxHitpoints>6000</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>140</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Imam</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>StartNativeDance</Command>
		<Command page ='1' column ='5'>CancelNativeDance</Command>
		<Command page ='1' column ='9'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1295' name ='ypDaimyoRegicide'>
		<DBID>1908</DBID>
		<DisplayNameID>66224</DisplayNameID>
		<EditorNameID>66225</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8.1000</MaxVelocity>
		<MaxRunVelocity>10.1000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\shared\daimyo_regicide\daimyo_regicide_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\shogun\regecide_shogun_icon_64</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\asians\japanese\shogun\regecide_shogun_icon_portrait</PortraitIcon>
		<RolloverTextID>66223</RolloverTextID>
		<ShortRolloverTextID>66222</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>100</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>35</Bounty>
		<BuildBounty>35</BuildBounty>
		<Cost resourcetype ='Gold'>350</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.6000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='1' column ='10'>YPSetDaimyoAsHCGatherPoint</Command>
		<Tactics>regent.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1296' name ='ypConsulateArmySPCPortuguese1'>
		<DBID>1909</DBID>
		<DisplayNameID>66242</DisplayNameID>
		<EditorNameID>66243</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\crossbow\crossbow.xml</AnimFile>
		<Icon>units\artillery\culverin\culverin_icon_64x64</Icon>
		<PortraitIcon>units\artillery\culverin\culverin_portrait</PortraitIcon>
		<RolloverTextID>66241</RolloverTextID>
		<ShortRolloverTextID>66240</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1297' name ='ypConsulateArmySPCPortuguese2'>
		<DBID>1910</DBID>
		<DisplayNameID>66246</DisplayNameID>
		<EditorNameID>66247</EditorNameID>
		<PopulationCount>13</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\crossbow\crossbow.xml</AnimFile>
		<Icon>units\artillery\falconet\falconet_icon_64x64</Icon>
		<PortraitIcon>units\artillery\falconet\falconet_portrait</PortraitIcon>
		<RolloverTextID>66245</RolloverTextID>
		<ShortRolloverTextID>66244</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1298' name ='ypConsulateArmySPCPortuguese3'>
		<DBID>1911</DBID>
		<DisplayNameID>66250</DisplayNameID>
		<EditorNameID>66251</EditorNameID>
		<PopulationCount>33</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\crossbow\crossbow.xml</AnimFile>
		<Icon>units\artillery\cannon\cannon_icon_64</Icon>
		<PortraitIcon>units\artillery\cannon\cannon_portrait</PortraitIcon>
		<RolloverTextID>66249</RolloverTextID>
		<ShortRolloverTextID>66248</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1299' name ='ypConsulateArmySPCDutch1'>
		<DBID>1912</DBID>
		<DisplayNameID>66254</DisplayNameID>
		<EditorNameID>66255</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>ui\units\horse_artillery_icon</Icon>
		<PortraitIcon>ui\units\horse_artillery_portrait</PortraitIcon>
		<RolloverTextID>66253</RolloverTextID>
		<ShortRolloverTextID>66252</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1300' name ='ypConsulateArmySPCDutch2'>
		<DBID>1913</DBID>
		<DisplayNameID>66258</DisplayNameID>
		<EditorNameID>66259</EditorNameID>
		<PopulationCount>10</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\artillery\falconet\falconet_icon_64x64</Icon>
		<PortraitIcon>units\artillery\falconet\falconet_portrait</PortraitIcon>
		<RolloverTextID>66257</RolloverTextID>
		<ShortRolloverTextID>66256</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1301' name ='ypConsulateArmySPCDutch3'>
		<DBID>1914</DBID>
		<DisplayNameID>66262</DisplayNameID>
		<EditorNameID>66263</EditorNameID>
		<PopulationCount>36</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\artillery\mortar\mortar_icon_64x64</Icon>
		<PortraitIcon>units\artillery\mortar\mortar_portrait</PortraitIcon>
		<RolloverTextID>66261</RolloverTextID>
		<ShortRolloverTextID>66260</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1302' name ='ypSocketTradeRoute'>
		<DBID>1915</DBID>
		<DisplayNameID>66304</DisplayNameID>
		<EditorNameID>66305</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\trade_route_socket.xml</AnimFile>
		<Icon>ui\trade_route\trade1</Icon>
		<PortraitIcon>ui\trade_route\trade_route_1_portrait</PortraitIcon>
		<RolloverTextID>66303</RolloverTextID>
		<ShortRolloverTextID>66302</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>AlwaysShowAsSocket</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1303' name ='ypTradingPostCapture'>
		<DBID>1916</DBID>
		<DisplayNameID>66308</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\silk_road_trading_post.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\trading_post\trading_post_icon</Icon>
		<MinimapIcon>ui\minimap\t</MinimapIcon>
		<PortraitIcon>buildings\trading_post\trading_post_portrait</PortraitIcon>
		<RolloverTextID>66307</RolloverTextID>
		<ShortRolloverTextID>66306</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>14</LOS>
		<BuildPoints>90</BuildPoints>
		<Bounty>40</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>0</Cost>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>VictoryPointBuilding</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTypeVictoryPointBuilding</UnitType>
		<Train row ='0' page ='0' column ='1'>NatAxeRiderDogSoldier</Train>
		<Train row ='0' page ='0' column ='0'>NatSharktoothBowman</Train>
		<Train row ='0' page ='0' column ='0'>NatAxeRider</Train>
		<Train row ='0' page ='0' column ='1'>NatMantlet</Train>
		<Train row ='0' page ='0' column ='0'>NatHuaminca</Train>
		<Train row ='0' page ='0' column ='1'>NatBolasWarrior</Train>
		<Train row ='0' page ='0' column ='0'>NatJaguarWarrior</Train>
		<Train row ='0' page ='0' column ='0'>NatClubman</Train>
		<Train row ='0' page ='0' column ='0'>NatTracker</Train>
		<Train row ='0' page ='0' column ='0'>NatTomahawk</Train>
		<Train row ='0' page ='0' column ='0'>NatRifleman</Train>
		<Train row ='0' page ='0' column ='0'>NatBlowgunWarrior</Train>
		<Train row ='0' page ='0' column ='0'>NatHorseArcher</Train>
		<Train row ='0' page ='0' column ='0'>NatHolcanSpearman</Train>
		<Train row ='0' page ='0' column ='0'>NatBlackwoodArcher</Train>
		<Train row ='0' page ='0' column ='1'>NatEagleWarrior</Train>
		<Train row ='0' page ='0' column ='2'>NatMedicineMan</Train>
		<Train row ='0' page ='0' column ='1'>CoureurCree</Train>
		<Train row ='0' page ='0' column ='0'>NatHuronMantlet</Train>
		<Train row ='0' page ='0' column ='0'>NatLightningWarrior</Train>
		<Train row ='0' page ='0' column ='0'>NatCheyenneRider</Train>
		<Train row ='0' page ='0' column ='0'>NatKlamathRifleman</Train>
		<Train row ='0' page ='0' column ='0'>NatMapucheClubman</Train>
		<Train row ='0' page ='0' column ='0'>NatNavajoRifleman</Train>
		<Train row ='0' page ='0' column ='0'>NatApacheCavalry</Train>
		<Train row ='0' page ='0' column ='0'>ypNatWarElephant</Train>
		<Train row ='0' page ='0' column ='0'>ypNatTigerClaw</Train>
		<Train row ='0' page ='0' column ='0'>ypNatRattanShield</Train>
		<Train row ='0' page ='0' column ='0'>ypNatConquistador</Train>
		<Train row ='0' page ='0' column ='0'>ypNatChakram</Train>
		<Train row ='0' page ='0' column ='0'>ypNatSohei</Train>
		<Tech row ='0' page ='1' column ='1'>ChampionNavajo</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionKlamath</Tech>
		<Tech row ='0' page ='2' column ='1'>NatIroquoisLeague</Tech>
		<Tech row ='0' page ='2' column ='1'>NatGarifunaDrums</Tech>
		<Tech row ='0' page ='2' column ='1'>NatChasquisMessengers</Tech>
		<Tech row ='0' page ='2' column ='1'>NatBarkClothing</Tech>
		<Tech row ='0' page ='2' column ='1'>NatHorseBreeding</Tech>
		<Tech row ='0' page ='2' column ='1'>NatBasketweaving</Tech>
		<Tech row ='0' page ='2' column ='1'>NatKinship</Tech>
		<Tech row ='0' page ='2' column ='1'>NatLacrosse</Tech>
		<Tech row ='0' page ='2' column ='1'>NatGuerillaWars</Tech>
		<Tech row ='0' page ='2' column ='1'>NatMustangs</Tech>
		<Tech row ='0' page ='2' column ='1'>NatChinampa</Tech>
		<Tech row ='0' page ='2' column ='1'>NatCottonArmor</Tech>
		<Tech row ='0' page ='2' column ='1'>NatWarDance</Tech>
		<Tech row ='0' page ='2' column ='1'>NatTextileCraftsmanship</Tech>
		<Tech row ='0' page ='2' column ='1'>NatRoadbuilding</Tech>
		<Tech row ='0' page ='2' column ='1'>NatHuntingGrounds</Tech>
		<Tech row ='0' page ='2' column ='1'>NatPoisonArrowFrogs</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionAztecs</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCaribs</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionInca</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionMaya</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCherokee</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCree</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyCheyenne</Tech>
		<Tech row ='0' page ='2' column ='1'>NatKasiriBeer</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionTupi</Tech>
		<Tech row ='0' page ='2' column ='1'>NatAztecInitiation</Tech>
		<Tech row ='0' page ='2' column ='1'>NatHorseTrading</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatBhaktiVegetarianism</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatBhaktiYoga</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatDisciplinedUdasi</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPApacheCactus</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPHuronSunCeremony</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPHuronTradeMonopoly</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPKlamathHuckleberryFeast</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPMapucheAdMapu</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPMapucheTactics</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPNavajoCraftsmanship</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPZapotecCloudPeople</Tech>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>InitialGarrisonOnly</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='2'>FourOfAKind</Command>
		<Tactics>yptradingpostcapture.tactics</Tactics>
	</Unit>
	<Unit id ='1304' name ='ypHCChineseFarmer'>
		<DBID>1917</DBID>
		<DisplayNameID>66311</DisplayNameID>
		<EditorNameID>66312</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\chinese_farmer\chinese_farmer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66310</RolloverTextID>
		<ShortRolloverTextID>66309</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
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		<Train row ='0' page ='6' column ='10'>Church</Train>
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		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1305' name ='ypHCChineseMan'>
		<DBID>1918</DBID>
		<DisplayNameID>66315</DisplayNameID>
		<EditorNameID>66316</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\chinese_man\chinese_man.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66314</RolloverTextID>
		<ShortRolloverTextID>66313</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
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		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
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		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
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		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
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		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1306' name ='ypHCChineseMonk'>
		<DBID>1920</DBID>
		<DisplayNameID>66323</DisplayNameID>
		<EditorNameID>66324</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\chinese_monk\chinese_monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66322</RolloverTextID>
		<ShortRolloverTextID>66321</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1307' name ='ypHCChineseNobleman'>
		<DBID>1921</DBID>
		<DisplayNameID>66327</DisplayNameID>
		<EditorNameID>66328</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\chinese_nobleman\chinese_nobleman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66326</RolloverTextID>
		<ShortRolloverTextID>66325</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1308' name ='ypHCChineseNoblewoman'>
		<DBID>1922</DBID>
		<DisplayNameID>66331</DisplayNameID>
		<EditorNameID>66332</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\chinese_noblewoman\chinese_noblewoman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66330</RolloverTextID>
		<ShortRolloverTextID>66329</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1309' name ='ypHCChineseWoman'>
		<DBID>1924</DBID>
		<DisplayNameID>66339</DisplayNameID>
		<EditorNameID>66340</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\chinese_woman\chinese_woman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66338</RolloverTextID>
		<ShortRolloverTextID>66337</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1310' name ='ypHCChineseStreetPerformer'>
		<DBID>1925</DBID>
		<DisplayNameID>66343</DisplayNameID>
		<EditorNameID>66344</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\chinese_street_performer\chinese_street_performer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66342</RolloverTextID>
		<ShortRolloverTextID>66341</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1311' name ='ypHCJapaneseStreetPerformer'>
		<DBID>1926</DBID>
		<DisplayNameID>66347</DisplayNameID>
		<EditorNameID>66348</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\japanese_street_performer\japanese_street_performer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66346</RolloverTextID>
		<ShortRolloverTextID>66345</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1312' name ='ypHCJapaneseMonk'>
		<DBID>1927</DBID>
		<DisplayNameID>66351</DisplayNameID>
		<EditorNameID>66352</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\japanese_monk\japanese_monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66350</RolloverTextID>
		<ShortRolloverTextID>66349</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1313' name ='ypHCJapaneseRonin'>
		<DBID>1928</DBID>
		<DisplayNameID>66355</DisplayNameID>
		<EditorNameID>66356</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\japanese_ronin\japanese_ronin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66354</RolloverTextID>
		<ShortRolloverTextID>66353</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1314' name ='ypHCJapaneseSamurai'>
		<DBID>1929</DBID>
		<DisplayNameID>66359</DisplayNameID>
		<EditorNameID>66360</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\japanese_samurai\japanese_samurai.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66358</RolloverTextID>
		<ShortRolloverTextID>66357</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1315' name ='ypHCJapanesePeasant'>
		<DBID>1930</DBID>
		<DisplayNameID>66363</DisplayNameID>
		<EditorNameID>66364</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\japanese_peasant\japanese_peasant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66362</RolloverTextID>
		<ShortRolloverTextID>66361</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1316' name ='ypHCJapanesePeasantFemale'>
		<DBID>1931</DBID>
		<DisplayNameID>66367</DisplayNameID>
		<EditorNameID>66368</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\japanese_peasant_female\japanese_peasant_female.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66366</RolloverTextID>
		<ShortRolloverTextID>66365</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1317' name ='ypHCJapaneseLady'>
		<DBID>1932</DBID>
		<DisplayNameID>66371</DisplayNameID>
		<EditorNameID>66372</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\japanese_lady\japanese_lady.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66370</RolloverTextID>
		<ShortRolloverTextID>66369</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1318' name ='ypHCJapaneseGirl'>
		<DBID>1933</DBID>
		<DisplayNameID>66375</DisplayNameID>
		<EditorNameID>66376</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\japanese_girl\japanese_girl.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66374</RolloverTextID>
		<ShortRolloverTextID>66373</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1319' name ='ypHCJapaneseGeisha'>
		<DBID>1934</DBID>
		<DisplayNameID>66379</DisplayNameID>
		<EditorNameID>66380</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\japanese_geisha\japanese_geisha.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>66378</RolloverTextID>
		<ShortRolloverTextID>66377</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1320' name ='ypDojoYumiArmy'>
		<DBID>1937</DBID>
		<DisplayNameID>66406</DisplayNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\chinese\iron_flail\iron_flail.xml</AnimFile>
		<Icon>ui\units\asians\dojo_yumi</Icon>
		<PortraitIcon>ui\units\asians\dojo_yumi</PortraitIcon>
		<RolloverTextID>66405</RolloverTextID>
		<ShortRolloverTextID>66404</ShortRolloverTextID>
		<TrainPoints>134</TrainPoints>
		<Bounty>120</Bounty>
		<BuildBounty>120</BuildBounty>
		<Cost resourcetype ='Food'>600</Cost>
		<Cost resourcetype ='Wood'>600</Cost>
		<AllowedAge>2</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1321' name ='ypDojoAshigaruArmy'>
		<DBID>1938</DBID>
		<DisplayNameID>66409</DisplayNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\chinese\iron_flail\iron_flail.xml</AnimFile>
		<Icon>ui\units\asians\dojo_ashigaru</Icon>
		<PortraitIcon>ui\units\asians\dojo_ashigaru</PortraitIcon>
		<RolloverTextID>66408</RolloverTextID>
		<ShortRolloverTextID>66407</ShortRolloverTextID>
		<TrainPoints>148</TrainPoints>
		<Bounty>120</Bounty>
		<BuildBounty>120</BuildBounty>
		<Cost resourcetype ='Food'>800</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1322' name ='ypDojoKenseiArmy'>
		<DBID>1939</DBID>
		<DisplayNameID>66412</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\chinese\iron_flail\iron_flail.xml</AnimFile>
		<Icon>ui\units\asians\dojo_samurai</Icon>
		<PortraitIcon>ui\units\asians\dojo_samurai</PortraitIcon>
		<RolloverTextID>66411</RolloverTextID>
		<ShortRolloverTextID>66410</ShortRolloverTextID>
		<TrainPoints>154</TrainPoints>
		<Bounty>100</Bounty>
		<BuildBounty>100</BuildBounty>
		<Cost resourcetype ='Food'>500</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<AllowedAge>2</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1323' name ='ypDojoNaginataRiderArmy'>
		<DBID>1940</DBID>
		<DisplayNameID>66415</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\chinese\iron_flail\iron_flail.xml</AnimFile>
		<Icon>ui\units\asians\dojo_naginata</Icon>
		<PortraitIcon>ui\units\asians\dojo_naginata</PortraitIcon>
		<RolloverTextID>66414</RolloverTextID>
		<ShortRolloverTextID>66413</ShortRolloverTextID>
		<TrainPoints>154</TrainPoints>
		<Bounty>130</Bounty>
		<BuildBounty>130</BuildBounty>
		<Cost resourcetype ='Food'>625</Cost>
		<Cost resourcetype ='Gold'>625</Cost>
		<AllowedAge>2</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1324' name ='ypDojoYabusameArmy'>
		<DBID>1941</DBID>
		<DisplayNameID>66418</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\chinese\iron_flail\iron_flail.xml</AnimFile>
		<Icon>ui\units\asians\dojo_yabusame</Icon>
		<PortraitIcon>ui\units\asians\dojo_yabusame</PortraitIcon>
		<RolloverTextID>66417</RolloverTextID>
		<ShortRolloverTextID>66416</ShortRolloverTextID>
		<TrainPoints>170</TrainPoints>
		<Bounty>100</Bounty>
		<BuildBounty>100</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<Cost resourcetype ='Gold'>750</Cost>
		<AllowedAge>2</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1325' name ='ypConsulateSiberianCossack'>
		<DBID>1943</DBID>
		<DisplayNameID>66469</DisplayNameID>
		<EditorNameID>66470</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\cossack\cossack.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\cossack\cossack_icon</Icon>
		<PortraitIcon>units\cavalry\cossack\cossack_portrait</PortraitIcon>
		<RolloverTextID>66468</RolloverTextID>
		<ShortRolloverTextID>66467</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>26</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>26</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>26</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>48</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1326' name ='ypStandardArmy'>
		<DBID>1957</DBID>
		<DisplayNameID>66592</DisplayNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</AnimFile>
		<Icon>units\asians\chinese\ming_army\ming_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\ming_army\ming_army_icon_portrait</PortraitIcon>
		<RolloverTextID>66591</RolloverTextID>
		<ShortRolloverTextID>66590</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>25</TrainPoints>
		<Bounty>43</Bounty>
		<BuildBounty>43</BuildBounty>
		<Cost resourcetype ='Food'>255</Cost>
		<Cost resourcetype ='Gold'>170</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1327' name ='ypMingArmy'>
		<DBID>1958</DBID>
		<DisplayNameID>66595</DisplayNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\steppe_rider\steppe_rider_horse.xml</AnimFile>
		<Icon>units\asians\chinese\qing_army\qing_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\qing_army\qing_army_icon_portrait</PortraitIcon>
		<RolloverTextID>66594</RolloverTextID>
		<ShortRolloverTextID>66593</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>25</TrainPoints>
		<Bounty>47</Bounty>
		<BuildBounty>47</BuildBounty>
		<Cost resourcetype ='Food'>345</Cost>
		<Cost resourcetype ='Wood'>120</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1328' name ='ypMigrantGoats'>
		<DBID>1960</DBID>
		<DisplayNameID>67130</DisplayNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<AnimFile>units\asians\shared\villager\villager.xml</AnimFile>
		<Icon>ui\home_city\hc_year_of_the_goat</Icon>
		<PortraitIcon>ui\home_city\hc_year_of_the_goat</PortraitIcon>
		<RolloverTextID>67129</RolloverTextID>
		<ShortRolloverTextID>67128</ShortRolloverTextID>
		<TrainPoints>0</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha5</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0'>Outpost</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='4'>YPLivestockPenAsian</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata2</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Train row ='0' page ='6' column ='2'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='3'>TownCenter</Train>
		<Train row ='0' page ='1' column ='3'>TownCenter</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>AlwaysAllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>herd.tactics</Tactics>
	</Unit>
	<Unit id ='1329' name ='ypMigrantArmyLarge'>
		<DBID>1962</DBID>
		<DisplayNameID>67687</DisplayNameID>
		<EditorNameID>67688</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<AnimFile>units\asians\shared\villager\villager.xml</AnimFile>
		<Icon>ui\home_city\HC_migrants_shipment_spawn_icon_64</Icon>
		<PortraitIcon>ui\home_city\HC_migrants_shipment_spawn_icon_64</PortraitIcon>
		<RolloverTextID>67686</RolloverTextID>
		<ShortRolloverTextID>67685</ShortRolloverTextID>
		<TrainPoints>0</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
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		<Train row ='0' page ='6' column ='0'>House</Train>
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		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0'>Outpost</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='4'>YPLivestockPenAsian</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
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		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
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		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Flag>AlwaysAllowOverPopCap</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1330' name ='ypMigrantArmySmall'>
		<DBID>1963</DBID>
		<DisplayNameID>67691</DisplayNameID>
		<EditorNameID>67692</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<AnimFile>units\asians\shared\villager\villager.xml</AnimFile>
		<Icon>ui\home_city\hc_northern_refugees</Icon>
		<PortraitIcon>ui\home_city\hc_northern_refugees</PortraitIcon>
		<RolloverTextID>67690</RolloverTextID>
		<ShortRolloverTextID>67689</ShortRolloverTextID>
		<TrainPoints>0</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
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		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
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		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0'>Outpost</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='4'>YPLivestockPenAsian</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata2</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Train row ='0' page ='6' column ='2'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='3'>TownCenter</Train>
		<Train row ='0' page ='1' column ='3'>TownCenter</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>AlwaysAllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1331' name ='ypMercArsonist'>
		<DBID>1964</DBID>
		<DisplayNameID>67695</DisplayNameID>
		<EditorNameID>67696</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\arsonist\spc_arsonist.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\spc\arsonist\arsonist_icon_64</Icon>
		<PortraitIcon>units\asians\spc\arsonist\arsonist_icon_portrait</PortraitIcon>
		<RolloverTextID>67694</RolloverTextID>
		<ShortRolloverTextID>67693</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>TorchProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>arsonist.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>140</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>48</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>48</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>48</DamageCap>
			<DamageBonus type ='AbstractCavalryInfantry'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1332' name ='ypPetTibetanMacaque'>
		<DBID>1965</DBID>
		<DisplayNameID>67699</DisplayNameID>
		<EditorNameID>67700</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\tibetan_macaque\tibetan_macaque.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\tibetan_macaque\Macaque_icon_64</Icon>
		<PortraitIcon>units\animals\tibetan_macaque\Macaque_icon_portrait</PortraitIcon>
		<RolloverTextID>67698</RolloverTextID>
		<ShortRolloverTextID>67697</ShortRolloverTextID>
		<InitialHitpoints>75</InitialHitpoints>
		<MaxHitpoints>75</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>3</Bounty>
		<BuildBounty>3</BuildBounty>
		<Cost resourcetype ='Food'>25</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>Tracked</Flag>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1333' name ='ypCrateofCoin'>
		<DBID>1970</DBID>
		<DisplayNameID>67709</DisplayNameID>
		<EditorNameID>67710</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_coin_small.xml</AnimFile>
		<Icon>ui\command\generate_coin_icon</Icon>
		<PortraitIcon>ui\command\generate_coin_portrait</PortraitIcon>
		<RolloverTextID>67708</RolloverTextID>
		<ShortRolloverTextID>67707</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Gold'>100</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1334' name ='ypCrateofFood'>
		<DBID>1971</DBID>
		<DisplayNameID>67713</DisplayNameID>
		<EditorNameID>67714</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_food_small.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>67712</RolloverTextID>
		<ShortRolloverTextID>67711</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Food'>100</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1335' name ='ypCrateofWood'>
		<DBID>1972</DBID>
		<DisplayNameID>67717</DisplayNameID>
		<EditorNameID>67718</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_wood_small.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<PortraitIcon>ui\command\generate_wood_portrait</PortraitIcon>
		<RolloverTextID>67716</RolloverTextID>
		<ShortRolloverTextID>67715</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Wood'>100</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1336' name ='ypConsulateNinja'>
		<DBID>1973</DBID>
		<DisplayNameID>68237</DisplayNameID>
		<EditorNameID>68238</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\ninja\ninja.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\ninja_icon</Icon>
		<PortraitIcon>ui\units\ninja_portrait</PortraitIcon>
		<RolloverTextID>68236</RolloverTextID>
		<ShortRolloverTextID>68235</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Trade'>145</Cost>
		<ScoreValue>40</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>ninja.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type ='Hero'>10</DamageBonus>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='Hero'>10</DamageBonus>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='Hero'>10</DamageBonus>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1337' name ='ypConsulateRonin'>
		<DBID>1974</DBID>
		<DisplayNameID>68241</DisplayNameID>
		<EditorNameID>68242</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\ronin\ronin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\samurai\ronin_icon</Icon>
		<PortraitIcon>units\mercenaries\samurai\ronin_portrait</PortraitIcon>
		<RolloverTextID>68240</RolloverTextID>
		<ShortRolloverTextID>68239</ShortRolloverTextID>
		<InitialHitpoints>540</InitialHitpoints>
		<MaxHitpoints>540</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>29</Bounty>
		<BuildBounty>29</BuildBounty>
		<Cost resourcetype ='Trade'>290</Cost>
		<ScoreValue>40</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<Flag>AllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>120</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>160</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>80</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>29</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>58</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>58</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>116</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>58</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>116</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>58</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>116</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1338' name ='ypConsulateShinobi'>
		<DBID>1978</DBID>
		<DisplayNameID>68257</DisplayNameID>
		<EditorNameID>68258</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.8000</MaxVelocity>
		<MaxRunVelocity>6.8000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\shinobi\shinobi.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\japanese\shinobi\shinobi_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\shinobi\shinobi_icon_portrait</PortraitIcon>
		<RolloverTextID>68256</RolloverTextID>
		<ShortRolloverTextID>68255</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>9</Bounty>
		<BuildBounty>9</BuildBounty>
		<Cost resourcetype ='Trade'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>AlwaysAllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>shinobi.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>14</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1339' name ='ypConsulateYamabushi'>
		<DBID>1979</DBID>
		<DisplayNameID>68261</DisplayNameID>
		<EditorNameID>68262</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\consulate\yamabushi\yamabushi.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\natives\yamabushi\yamabushi_icon_64</Icon>
		<PortraitIcon>units\asians\natives\yamabushi\yamabushi_icon_portrait</PortraitIcon>
		<RolloverTextID>68260</RolloverTextID>
		<ShortRolloverTextID>68259</ShortRolloverTextID>
		<InitialHitpoints>140</InitialHitpoints>
		<MaxHitpoints>140</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<Bounty>6</Bounty>
		<BuildBounty>6</BuildBounty>
		<Cost resourcetype ='Trade'>60</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>AlwaysAllowOverPopCap</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>yamabushi.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>4</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1340' name ='ypIGCMototadaHorseTrot'>
		<DBID>1989</DBID>
		<DisplayNameID>68336</DisplayNameID>
		<EditorNameID>68337</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\mototada\igc_mototada_horse_trot.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\mototada\mototada_icon_64</Icon>
		<PortraitIcon>units\asians\spc\mototada\mototada_icon_portrait</PortraitIcon>
		<RolloverTextID>68335</RolloverTextID>
		<ShortRolloverTextID>68334</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1341' name ='ypIGCKichiroHorseTrot'>
		<DBID>1990</DBID>
		<DisplayNameID>68340</DisplayNameID>
		<EditorNameID>68341</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\kichiro\igc_kichiro_horse_trot.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\kichiro\kichiro_icon</Icon>
		<PortraitIcon>units\asians\spc\kichiro\kichiro_icon_portrait</PortraitIcon>
		<RolloverTextID>68339</RolloverTextID>
		<ShortRolloverTextID>68338</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1342' name ='ypIGCTokugawaHorseTrot'>
		<DBID>1991</DBID>
		<DisplayNameID>68344</DisplayNameID>
		<EditorNameID>68345</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\tokugawa\igc_tokugawa_horse_trot.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\tokugawa\tokugawa_icon</Icon>
		<PortraitIcon>units\asians\spc\tokugawa\tokugawa_icon_portrait</PortraitIcon>
		<RolloverTextID>68343</RolloverTextID>
		<ShortRolloverTextID>68342</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1343' name ='ypTerritorialArmySpawn'>
		<DBID>1993</DBID>
		<DisplayNameID>68404</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\iron_flail\iron_flail.xml</AnimFile>
		<Icon>units\asians\chinese\forbidden_army\forbidden_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\forbidden_army\forbidden_army_icon_portrait</PortraitIcon>
		<RolloverTextID>68403</RolloverTextID>
		<ShortRolloverTextID>68402</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>193</TrainPoints>
		<Bounty>54</Bounty>
		<BuildBounty>54</BuildBounty>
		<Cost resourcetype ='Food'>285</Cost>
		<Cost resourcetype ='Gold'>255</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1344' name ='ypStandardArmySpawn'>
		<DBID>1994</DBID>
		<DisplayNameID>68407</DisplayNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</AnimFile>
		<Icon>units\asians\chinese\ming_army\ming_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\ming_army\ming_army_icon_portrait</PortraitIcon>
		<RolloverTextID>68406</RolloverTextID>
		<ShortRolloverTextID>68405</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>151</TrainPoints>
		<Bounty>43</Bounty>
		<BuildBounty>43</BuildBounty>
		<Cost resourcetype ='Food'>255</Cost>
		<Cost resourcetype ='Gold'>170</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1345' name ='ypForbiddenArmySpawn'>
		<DBID>1995</DBID>
		<DisplayNameID>68410</DisplayNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\steppe_rider\steppe_rider_horse.xml</AnimFile>
		<Icon>units\asians\chinese\mongolian_army\mongolian_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\mongolian_army\mongolian_army_icon_portrait</PortraitIcon>
		<RolloverTextID>68409</RolloverTextID>
		<ShortRolloverTextID>68408</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>294</TrainPoints>
		<Bounty>83</Bounty>
		<BuildBounty>83</BuildBounty>
		<Cost resourcetype ='Food'>480</Cost>
		<Cost resourcetype ='Gold'>350</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1346' name ='ypMingArmySpawn'>
		<DBID>1996</DBID>
		<DisplayNameID>68413</DisplayNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\steppe_rider\steppe_rider_horse.xml</AnimFile>
		<Icon>units\asians\chinese\qing_army\qing_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\qing_army\qing_army_icon_portrait</PortraitIcon>
		<RolloverTextID>68412</RolloverTextID>
		<ShortRolloverTextID>68411</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>158</TrainPoints>
		<Bounty>47</Bounty>
		<BuildBounty>47</BuildBounty>
		<Cost resourcetype ='Food'>345</Cost>
		<Cost resourcetype ='Wood'>120</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1347' name ='ypOldHanArmySpawn'>
		<DBID>1997</DBID>
		<DisplayNameID>68416</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</AnimFile>
		<Icon>units\asians\chinese\standard_army\standard_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\standard_army\standard_army_icon_portrait</PortraitIcon>
		<RolloverTextID>68415</RolloverTextID>
		<ShortRolloverTextID>68414</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>153</TrainPoints>
		<Bounty>44</Bounty>
		<BuildBounty>44</BuildBounty>
		<Cost resourcetype ='Food'>255</Cost>
		<Cost resourcetype ='Wood'>180</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>4</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1348' name ='ypImperialArmySpawn'>
		<DBID>1998</DBID>
		<DisplayNameID>68419</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\changdao\changdao.xml</AnimFile>
		<Icon>units\asians\chinese\territorial_army\territorial_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\territorial_army\territorial_army_icon_portrait</PortraitIcon>
		<RolloverTextID>68418</RolloverTextID>
		<ShortRolloverTextID>68417</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>255</TrainPoints>
		<Bounty>74</Bounty>
		<BuildBounty>74</BuildBounty>
		<Cost resourcetype ='Food'>480</Cost>
		<Cost resourcetype ='Gold'>255</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1349' name ='ypSPCWarHut'>
		<DBID>1999</DBID>
		<DisplayNameID>68422</DisplayNameID>
		<EditorNameID>68423</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\aztec_war_hut\war_hut.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\spc\aztec_war_hut\war_hut_icon</Icon>
		<PortraitIcon>buildings\asian_civs\spc\aztec_war_hut\war_hut_portrait</PortraitIcon>
		<RolloverTextID>68421</RolloverTextID>
		<ShortRolloverTextID>68420</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>100</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Tech row ='0' page ='1' column ='0'>VeteranMusketeers</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteAennas</Tech>
		<Tech row ='0' page ='1' column ='1'>EliteTomahawks</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionTomahawk</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryAennas</Tech>
		<Tech row ='0' page ='1' column ='3'>StrongWarHut</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardColonialMilitia</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryMacehualtins</Tech>
		<Tech row ='0' page ='1' column ='3'>MightyWarHut</Tech>
		<Tech row ='0' page ='2' column ='0'>BigWarHutBarometz</Tech>
		<Tech row ='0' page ='1' column ='0'>GuardMusketeers</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryTomahawks</Tech>
		<Tech row ='0' page ='2' column ='0'>BigWarHutLacrosse</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionWarBows</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionWarRifles</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteCoyotemen</Tech>
		<Tech row ='0' page ='1' column ='0'>EliteWarBows</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionWarClubs</Tech>
		<Tech row ='0' page ='1' column ='0'>VeteranColonialMilitia</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionCoyotemen</Tech>
		<Tech row ='0' page ='1' column ='2'>ElitePumaMen</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryCoyoteMen</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryWarClubs</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionMacehualtins</Tech>
		<Tech row ='0' page ='1' column ='1'>EliteWarClubs</Tech>
		<Tech row ='0' page ='1' column ='2'>ImpLegendaryWarRifles</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionMusketWarriors</Tech>
		<Tech row ='0' page ='1' column ='2'>ImpLegendaryMusketWarriors</Tech>
		<Tech row ='0' page ='2' column ='0'>BigWarHutWarDrums</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionPumaMen</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryWarBows</Tech>
		<Tech row ='0' page ='1' column ='2'>ImpLegendaryPumaMen</Tech>
		<Tech row ='0' page ='1' column ='1'>GuardSkirmishers</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionAennas</Tech>
		<Tech row ='0' page ='1' column ='1'>EliteMacehualtins</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>ypCastleRegicide</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>StartNativeDance</Command>
		<Command page ='1' column ='5'>CancelNativeDance</Command>
		<Command page ='1' column ='5'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>warhut.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1350' name ='ypSPCNoblesHut'>
		<DBID>2000</DBID>
		<DisplayNameID>68426</DisplayNameID>
		<EditorNameID>68427</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>5</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\aztec_nobles_hut\nobles_hut.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\spc\aztec_nobles_hut\nobles_hut_icon</Icon>
		<PortraitIcon>buildings\asian_civs\spc\aztec_nobles_hut\nobles_hut_portrait</PortraitIcon>
		<RolloverTextID>68425</RolloverTextID>
		<ShortRolloverTextID>68424</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>40</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>120</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Tech row ='0' page ='1' column ='3'>GuardHussars</Tech>
		<Tech row ='0' page ='1' column ='4'>StrongNoblesHut</Tech>
		<Tech row ='0' page ='2' column ='0'>BigNoblesHutWarSong</Tech>
		<Tech row ='0' page ='1' column ='0'>ChampionArrowKnight</Tech>
		<Tech row ='0' page ='1' column ='3'>VeteranHussars</Tech>
		<Tech row ='0' page ='1' column ='3'>ImperialHussars</Tech>
		<Tech row ='0' page ='1' column ='2'>ImpLegendaryJaguarKnights</Tech>
		<Tech row ='0' page ='1' column ='0'>ImpLegendaryArrowKnights</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionEagleKnight</Tech>
		<Tech row ='0' page ='1' column ='1'>ImpLegendaryEagleKnights</Tech>
		<Tech row ='0' page ='1' column ='4'>MightyNoblesHut</Tech>
		<Tech row ='0' page ='1' column ='2'>ChampionJaguarKnight</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Imam</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>SetUnitAsHomeCityGatherPoint</Command>
		<Command page ='1' column ='5'>StartNativeDance</Command>
		<Command page ='1' column ='5'>CancelNativeDance</Command>
		<Tactics>nobleshut.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1351' name ='ypGroveBuilding'>
		<DBID>2001</DBID>
		<DisplayNameID>68443</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\grove\grove.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\grove\grove_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\grove\grove_icon_portrait</PortraitIcon>
		<RolloverTextID>68442</RolloverTextID>
		<ShortRolloverTextID>68441</ShortRolloverTextID>
		<LOS>12</LOS>
		<BuildPoints>5</BuildPoints>
		<InitialResource resourcetype ='Wood'>5000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractFruit</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Nature</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NeverCountDeathAsLoss</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1352' name ='YPGroveWagon'>
		<DBID>2002</DBID>
		<DisplayNameID>68446</DisplayNameID>
		<EditorNameID>68447</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\shared\wagon\orchard_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\rickshaw\unit_indian_grove_rickshaw_icon_64</Icon>
		<PortraitIcon>units\asians\shared\rickshaw\unit_indian_grove_rickshaw_icon_portrait</PortraitIcon>
		<RolloverTextID>68445</RolloverTextID>
		<ShortRolloverTextID>68444</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>9</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='0' column ='0'>ypGroveBuilding</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypGroveBuilding'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1353' name ='ypHCIndianMan'>
		<DBID>2003</DBID>
		<DisplayNameID>68458</DisplayNameID>
		<EditorNameID>68459</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\indian_man\indian_man.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>68457</RolloverTextID>
		<ShortRolloverTextID>68456</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1354' name ='ypHCIndianMonk'>
		<DBID>2004</DBID>
		<DisplayNameID>68462</DisplayNameID>
		<EditorNameID>68463</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\indian_monk\indian_monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>68461</RolloverTextID>
		<ShortRolloverTextID>68460</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1355' name ='ypHCIndianGentleman'>
		<DBID>2005</DBID>
		<DisplayNameID>68466</DisplayNameID>
		<EditorNameID>68467</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\indian_gentleman\indian_gentleman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>68465</RolloverTextID>
		<ShortRolloverTextID>68464</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1356' name ='ypHCIndianWoman'>
		<DBID>2006</DBID>
		<DisplayNameID>68470</DisplayNameID>
		<EditorNameID>68471</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\indian_woman\indian_woman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>68469</RolloverTextID>
		<ShortRolloverTextID>68468</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1357' name ='ypHCIndianSnakecharmer'>
		<DBID>2008</DBID>
		<DisplayNameID>68478</DisplayNameID>
		<EditorNameID>68479</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\indian_snakecharmer\indian_snakecharmer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>68477</RolloverTextID>
		<ShortRolloverTextID>68476</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1358' name ='ypHCIndianGirl'>
		<DBID>2009</DBID>
		<DisplayNameID>68482</DisplayNameID>
		<EditorNameID>68483</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>homecity\homecity_units\indian_girl\indian_girl.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\villagers\villager_icon</Icon>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>68481</RolloverTextID>
		<ShortRolloverTextID>68480</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='17'>Capitol</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='16'>Saloon</Train>
		<Train row ='0' page ='6' column ='18'>NativeEmbassy</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='1'>Teepee</Train>
		<Train row ='0' page ='6' column ='1'>Longhouse</Train>
		<Train row ='0' page ='6' column ='1'>HouseAztec</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='2'>Market</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='6'>Outpost</Train>
		<Train row ='0' page ='6' column ='6'>Blockhouse</Train>
		<Train row ='0' page ='6' column ='7'>TradingPost</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='9'>Bank</Train>
		<Train row ='0' page ='6' column ='10'>Church</Train>
		<Train row ='0' page ='6' column ='11'>WarHut</Train>
		<Train row ='0' page ='6' column ='11'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>Stable</Train>
		<Train row ='0' page ='6' column ='12'>Corral</Train>
		<Train row ='0' page ='6' column ='12'>NoblesHut</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='14'>Arsenal</Train>
		<Train row ='0' page ='6' column ='15'>Plantation</Train>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='Church'>1</Rate>
			<Rate type ='House'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.310000</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
			<Rate type ='AbstractTradeMarket'>1.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1359' name ='ypMonkChinese2'>
		<DBID>2010</DBID>
		<DisplayNameID>68486</DisplayNameID>
		<EditorNameID>68487</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\monk\monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\chinese\shaolin_disciple\shaolin_master_icon_64</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\asians\chinese\shaolin_disciple\shaolin_master_icon_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>68485</RolloverTextID>
		<ShortRolloverTextID>69906</ShortRolloverTextID>
		<InitialHitpoints>450</InitialHitpoints>
		<MaxHitpoints>450</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>ypShuriken</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>90</Bounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractMonk</UnitType>
		<UnitType>AbstractChineseMonk</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Train row ='0' page ='6' column ='1'>TradingPost</Train>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='6' column ='2'>WarDog</Train>
		<Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train>
		<Train row ='0' page ='6' column ='2'>PetJaguar</Train>
		<Train row ='0' page ='6' column ='2'>ypMonkDisciple</Train>
		<Train row ='0' page ='6' column ='0'>YPPetPanda</Train>
		<Tech row ='0' page ='11' column ='5'>ypMonkMakeDisciple</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>HeroName2</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>ypchinesemonk.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>8</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<HitPercent>20</HitPercent>
			<DamageMultiplier>2</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
			<DamageBonus type ='Hero'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>6</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RoundhouseAttack</Name>
			<Damage>170</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>200</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='MercType2'>0.25</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<MinRange>4</MinRange>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1360' name ='ypSPCIshida'>
		<DBID>2012</DBID>
		<DisplayNameID>68539</DisplayNameID>
		<EditorNameID>68540</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>9</MaxVelocity>
		<MaxRunVelocity>11</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\enemy_daimyo\spc_enemy_daimyo_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\shogun\regecide_shogun_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\shogun\regecide_shogun_icon_portrait</PortraitIcon>
		<RolloverTextID>68538</RolloverTextID>
		<ShortRolloverTextID>68537</ShortRolloverTextID>
		<InitialHitpoints>1250</InitialHitpoints>
		<MaxHitpoints>1250</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>200</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Gold'>750</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.6000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='1' column ='10'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1361' name ='ypSPCIshidaCastle'>
		<DBID>2013</DBID>
		<DisplayNameID>68543</DisplayNameID>
		<EditorNameID>68544</EditorNameID>
		<ObstructionRadiusX>6</ObstructionRadiusX>
		<ObstructionRadiusZ>6</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\castle_regicide\castle_regicide.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\castle\China\chinese_castle_icon</Icon>
		<PortraitIcon>buildings\asian_civs\castle\China\chinese_castle_icon_portrait</PortraitIcon>
		<RolloverTextID>68542</RolloverTextID>
		<ShortRolloverTextID>68541</ShortRolloverTextID>
		<InitialHitpoints>6000</InitialHitpoints>
		<MaxHitpoints>6000</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>140</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>ypSPCIshida</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>StartNativeDance</Command>
		<Command page ='1' column ='5'>CancelNativeDance</Command>
		<Command page ='1' column ='9'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>nobleshut.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1362' name ='ypTreeHemlock'>
		<DBID>2014</DBID>
		<DisplayNameID>68547</DisplayNameID>
		<EditorNameID>68548</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_hemlock.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>68546</RolloverTextID>
		<ShortRolloverTextID>68545</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>150</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1363' name ='ypTreeSpruce'>
		<DBID>2015</DBID>
		<DisplayNameID>68551</DisplayNameID>
		<EditorNameID>68552</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_spruce_himalayas.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>68550</RolloverTextID>
		<ShortRolloverTextID>68549</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>150</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1364' name ='ypTreeSaxaul'>
		<DBID>2016</DBID>
		<DisplayNameID>68593</DisplayNameID>
		<EditorNameID>68594</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_saxaul.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>68592</RolloverTextID>
		<ShortRolloverTextID>68591</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>150</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1365' name ='ypTreeMongolianFir'>
		<DBID>2017</DBID>
		<DisplayNameID>68597</DisplayNameID>
		<EditorNameID>68598</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_mongolian_fir.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>68596</RolloverTextID>
		<ShortRolloverTextID>68595</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>150</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1366' name ='ypTreeHimalayas'>
		<DBID>2018</DBID>
		<DisplayNameID>68601</DisplayNameID>
		<EditorNameID>68602</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_himalayas.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>68600</RolloverTextID>
		<ShortRolloverTextID>68599</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>150</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1367' name ='ypTreeMongolia'>
		<DBID>2019</DBID>
		<DisplayNameID>68605</DisplayNameID>
		<EditorNameID>68606</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_mongolia.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>68604</RolloverTextID>
		<ShortRolloverTextID>68603</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>150</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>NatureClass</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1368' name ='YPStableWagon'>
		<DBID>2020</DBID>
		<DisplayNameID>68659</DisplayNameID>
		<EditorNameID>68660</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\shared\wagon\misc_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\chinese_town_center_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>68658</RolloverTextID>
		<ShortRolloverTextID>68657</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='0' column ='0'>Stable</Train>
		<Train row ='0' page ='0' column ='0'>Corral</Train>
		<Train row ='0' page ='0' column ='1'>WarHut</Train>
		<Train row ='0' page ='0' column ='0'>ypCaravanserai</Train>
		<Train row ='0' page ='0' column ='0'>ypStableJapanese</Train>
		<Train row ='0' page ='0' column ='0'>ypWarAcademy</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Stable'>2</Rate>
			<Rate type ='ypStableJapanese'>2</Rate>
			<Rate type ='WarHut'>2</Rate>
			<Rate type ='ypCaravanserai'>2</Rate>
			<Rate type ='ypWarAcademy'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1369' name ='ypConsulateArmySPCChinese1'>
		<DBID>2021</DBID>
		<DisplayNameID>68677</DisplayNameID>
		<EditorNameID>68678</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\mercenaries\manchurian_archer\manchurian_archer_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\manchurian_archer\manchurian_archer_portrait</PortraitIcon>
		<RolloverTextID>68676</RolloverTextID>
		<ShortRolloverTextID>68675</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1370' name ='ypConsulateArmySPCChinese2'>
		<DBID>2022</DBID>
		<DisplayNameID>68681</DisplayNameID>
		<EditorNameID>68682</EditorNameID>
		<PopulationCount>16</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\asians\mercenaries\iron_troop\iron_troop_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\iron_troop\iron_troop_icon_portrait</PortraitIcon>
		<RolloverTextID>68680</RolloverTextID>
		<ShortRolloverTextID>68679</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1371' name ='ypConsulateArmySPCChinese3'>
		<DBID>2023</DBID>
		<DisplayNameID>68685</DisplayNameID>
		<EditorNameID>68686</EditorNameID>
		<PopulationCount>32</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\asians\natives\rattan_shield\shield_rattan_icon</Icon>
		<PortraitIcon>units\asians\natives\rattan_shield\shield_rattan_icon_portrait</PortraitIcon>
		<RolloverTextID>68684</RolloverTextID>
		<ShortRolloverTextID>68683</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1372' name ='ypConsulateArmySPCIndian1'>
		<DBID>2024</DBID>
		<DisplayNameID>68689</DisplayNameID>
		<EditorNameID>68690</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\asians\mercenaries\jat_lancer\jat_lancer_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\jat_lancer\jat_lancer_icon_portrait</PortraitIcon>
		<RolloverTextID>68688</RolloverTextID>
		<ShortRolloverTextID>68687</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1373' name ='ypConsulateArmySPCJapanese1'>
		<DBID>2025</DBID>
		<DisplayNameID>68693</DisplayNameID>
		<EditorNameID>68694</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\asians\mercenaries\yojimbo\yojimbo_icon</Icon>
		<PortraitIcon>units\asians\mercenaries\yojimbo\yojimbo_icon_portrait</PortraitIcon>
		<RolloverTextID>68692</RolloverTextID>
		<ShortRolloverTextID>68691</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>20</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Trade'>400</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1374' name ='ypConsulateArmySPCIndian2'>
		<DBID>2026</DBID>
		<DisplayNameID>68697</DisplayNameID>
		<EditorNameID>68698</EditorNameID>
		<PopulationCount>24</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\asians\mercenaries\fugitive_dacoit\dacoit_icon</Icon>
		<PortraitIcon>units\asians\mercenaries\fugitive_dacoit\dacoit_icon_portrait</PortraitIcon>
		<RolloverTextID>68696</RolloverTextID>
		<ShortRolloverTextID>68695</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1375' name ='ypConsulateArmySPCJapanese2'>
		<DBID>2027</DBID>
		<DisplayNameID>68701</DisplayNameID>
		<EditorNameID>68702</EditorNameID>
		<PopulationCount>10</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\mercenaries\samurai\ronin_icon</Icon>
		<PortraitIcon>units\mercenaries\samurai\ronin_portrait</PortraitIcon>
		<RolloverTextID>68700</RolloverTextID>
		<ShortRolloverTextID>68699</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Trade'>800</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1376' name ='ypConsulateArmySPCIndian3'>
		<DBID>2028</DBID>
		<DisplayNameID>68705</DisplayNameID>
		<EditorNameID>68706</EditorNameID>
		<PopulationCount>30</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\asians\natives\chakram\chakram_icon_64</Icon>
		<PortraitIcon>units\asians\natives\chakram\chakram_icon_portrait</PortraitIcon>
		<RolloverTextID>68704</RolloverTextID>
		<ShortRolloverTextID>68703</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1377' name ='ypConsulateArmySPCJapanese3'>
		<DBID>2029</DBID>
		<DisplayNameID>68709</DisplayNameID>
		<EditorNameID>68710</EditorNameID>
		<PopulationCount>36</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>ui\units\ninja_icon</Icon>
		<PortraitIcon>ui\units\ninja_portrait</PortraitIcon>
		<RolloverTextID>68708</RolloverTextID>
		<ShortRolloverTextID>68707</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>60</TrainPoints>
		<Bounty>160</Bounty>
		<BuildBounty>160</BuildBounty>
		<Cost resourcetype ='Trade'>1600</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1378' name ='ypBlackFlagArmy'>
		<DBID>2030</DBID>
		<DisplayNameID>68729</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\changdao\changdao.xml</AnimFile>
		<Icon>units\asians\chinese\old_han_army\old_han_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\old_han_army\old_han_icon_portrait</PortraitIcon>
		<RolloverTextID>68728</RolloverTextID>
		<ShortRolloverTextID>68727</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>40</TrainPoints>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Wood'>170</Cost>
		<Cost resourcetype ='Gold'>425</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1379' name ='ypBlackFlagArmySpawn'>
		<DBID>2031</DBID>
		<DisplayNameID>68732</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\changdao\changdao.xml</AnimFile>
		<Icon>units\asians\chinese\old_han_army\old_han_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\old_han_army\old_han_icon_portrait</PortraitIcon>
		<RolloverTextID>68731</RolloverTextID>
		<ShortRolloverTextID>68730</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>170</TrainPoints>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Wood'>170</Cost>
		<Cost resourcetype ='Gold'>425</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1380' name ='YPSPCTreasureShipStage1'>
		<DBID>2034</DBID>
		<DisplayNameID>68833</DisplayNameID>
		<EditorNameID>68834</EditorNameID>
		<ObstructionRadiusX>9.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>9.5000</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\asians\spc\treasure_ship\spc_treasure_ship_stage_1.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\spc\treasure_ship\china_ship_icon_64</Icon>
		<PortraitIcon>units\asians\spc\treasure_ship\china_ship_icon_portrait</PortraitIcon>
		<SelectionPriority>0</SelectionPriority>
		<RolloverTextID>68832</RolloverTextID>
		<ShortRolloverTextID>68831</ShortRolloverTextID>
		<InitialHitpoints>1500</InitialHitpoints>
		<MaxHitpoints>1500</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ShowTactics</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='9' column ='2'>TreasureShipCoin</Command>
		<Command page ='9' column ='0'>TreasureShipFood</Command>
		<Command page ='9' column ='1'>TreasureShipWood</Command>
	</Unit>
	<Unit id ='1381' name ='YPSPCTreasureShipStage2'>
		<DBID>2035</DBID>
		<DisplayNameID>68837</DisplayNameID>
		<EditorNameID>68838</EditorNameID>
		<ObstructionRadiusX>9.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>9.5000</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\asians\spc\treasure_ship\spc_treasure_ship_stage_2.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\spc\treasure_ship\china_ship_icon_64</Icon>
		<PortraitIcon>units\asians\spc\treasure_ship\china_ship_icon_portrait</PortraitIcon>
		<SelectionPriority>0</SelectionPriority>
		<RolloverTextID>68836</RolloverTextID>
		<ShortRolloverTextID>68835</ShortRolloverTextID>
		<InitialHitpoints>1500</InitialHitpoints>
		<MaxHitpoints>1500</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Ship</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ShowTactics</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='9' column ='2'>TreasureShipCoin</Command>
		<Command page ='9' column ='0'>TreasureShipFood</Command>
		<Command page ='9' column ='1'>TreasureShipWood</Command>
	</Unit>
	<Unit id ='1382' name ='YPSPCTreasureShipStage3'>
		<DBID>2036</DBID>
		<DisplayNameID>68841</DisplayNameID>
		<EditorNameID>68842</EditorNameID>
		<ObstructionRadiusX>9.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>9.5000</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\asians\spc\treasure_ship\spc_treasure_ship_stage_3.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\spc\treasure_ship\china_ship_icon_64</Icon>
		<PortraitIcon>units\asians\spc\treasure_ship\china_ship_icon_portrait</PortraitIcon>
		<SelectionPriority>0</SelectionPriority>
		<RolloverTextID>68840</RolloverTextID>
		<ShortRolloverTextID>68839</ShortRolloverTextID>
		<InitialHitpoints>1500</InitialHitpoints>
		<MaxHitpoints>1500</MaxHitpoints>
		<LOS>26</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Wood'>300</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ShowTactics</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointEconomy</Command>
		<Command page ='9' column ='2'>TreasureShipCoin</Command>
		<Command page ='9' column ='0'>TreasureShipFood</Command>
		<Command page ='9' column ='1'>TreasureShipWood</Command>
	</Unit>
	<Unit id ='1383' name ='ypMongolScout'>
		<DBID>2039</DBID>
		<DisplayNameID>68874</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\mongol_scout\mongol_scout_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\chinese\mongol_scout\mongol_scout_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\mongol_scout\mongol_scout_icon_portrait</PortraitIcon>
		<RolloverTextID>68873</RolloverTextID>
		<ShortRolloverTextID>68872</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35</TrainPoints>
		<Bounty>7</Bounty>
		<BuildBounty>7</BuildBounty>
		<Cost resourcetype ='Food'>70</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>scoutCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>10</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1384' name ='ypTreeCeylon'>
		<DBID>2040</DBID>
		<DisplayNameID>68956</DisplayNameID>
		<EditorNameID>68957</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_ceylon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>68955</RolloverTextID>
		<ShortRolloverTextID>68954</ShortRolloverTextID>
		<InitialHitpoints>6</InitialHitpoints>
		<MaxHitpoints>6</MaxHitpoints>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Wood'>300</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor red ='0.1900' blue ='0.1800' green ='0.2500'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Tree</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1385' name ='ypMarketWagon'>
		<DBID>2041</DBID>
		<DisplayNameID>69109</DisplayNameID>
		<EditorNameID>69110</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\bank_wagon_icon</Icon>
		<PortraitIcon>ui\units\bank_wagon_portrait</PortraitIcon>
		<RolloverTextID>69108</RolloverTextID>
		<ShortRolloverTextID>69107</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='0'>ypTradeMarketAsian</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypTradeMarketAsian'>3</Rate>
			<Rate type ='Market'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1386' name ='ypTradingPostWagon'>
		<DBID>2042</DBID>
		<DisplayNameID>69125</DisplayNameID>
		<EditorNameID>69126</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\chinese_town_center_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>69124</RolloverTextID>
		<ShortRolloverTextID>69123</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Train row ='0' page ='6' column ='0'>TradingPost</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1387' name ='ypNatMercGurkhaJemadar'>
		<DBID>2044</DBID>
		<DisplayNameID>69139</DisplayNameID>
		<EditorNameID>69140</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\natives\gurkha\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\indians\mansabdar\gurkha_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\gurkha_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>69138</RolloverTextID>
		<ShortRolloverTextID>69137</ShortRolloverTextID>
		<InitialHitpoints>230</InitialHitpoints>
		<MaxHitpoints>230</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>20</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Food'>140</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<UnitType>AbstractGurkha</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>mansabdarGurkha.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>17</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1388' name ='ypMuskDeer'>
		<DBID>2045</DBID>
		<DisplayNameID>69266</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<MaxVelocity>2</MaxVelocity>
		<MaxRunVelocity>4</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\musk_deer\musk_deer.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\musk_deer\musk_deer_icon_64</Icon>
		<PortraitIcon>units\animals\musk_deer\musk_deer_icon_portrait</PortraitIcon>
		<RolloverTextID>69265</RolloverTextID>
		<ShortRolloverTextID>69264</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Cost resourcetype ='Wood'>100</Cost>
		<Bounty>0</Bounty>
		<InitialResource resourcetype ='Food'>400</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.5000' blue ='0.2500' green ='0.2000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1389' name ='ypChurch'>
		<DBID>2046</DBID>
		<DisplayNameID>69283</DisplayNameID>
		<EditorNameID>69284</EditorNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\church\church.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\church\church_icon</Icon>
		<PortraitIcon>buildings\church\church_portrait</PortraitIcon>
		<RolloverTextID>69282</RolloverTextID>
		<ShortRolloverTextID>69281</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>12</LOS>
		<BuildPoints>20</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>80</Bounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='0'>Priest</Train>
		<Train row ='0' page ='0' column ='0'>Missionary</Train>
		<Train row ='0' page ='0' column ='0'>Imam</Train>
		<Train row ='0' page ='0' column ='1'>xpSpy</Train>
		<Train row ='0' page ='0' column ='2'>Surgeon</Train>
		<Tech row ='0' page ='1' column ='9'>ChurchGalataTowerDistrict</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchPetrineReforms</Tech>
		<Tech row ='0' page ='1' column ='3'>ChurchGasLighting</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchMilletSystem</Tech>
		<Tech row ='0' page ='1' column ='9'>UniqueSPCCustomizedMercWeapons</Tech>
		<Tech row ='0' page ='1' column ='7'>ChurchMissionFervor</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchEconmediaManor</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchCodeNapoleon</Tech>
		<Tech row ='0' page ='1' column ='6'>ChurchMassCavalry</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchStadholders</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchWallensteinsContracts</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchWaardgelders</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchBashkirPonies</Tech>
		<Tech row ='0' page ='1' column ='4'>ChurchMercantilism</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchCorsolet</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchGardeImperial3</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchAbbassidMarket</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchTopkapi</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchRogersRangers</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchWildGeeseSpanish</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchTowerAndSword</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchTanzimat</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchCoffeeTrade</Tech>
		<Tech row ='0' page ='1' column ='5'>ChurchStandingArmy</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchTillysDiscipline</Tech>
		<Tech row ='0' page ='1' column ='11'>ChurchTopcuCorps</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchTufanciCorps</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchBestieros</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchKalmucks</Tech>
		<Tech row ='0' page ='1' column ='10'>ChurchZweihander</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchQuatrefage</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCPatriots</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchWesternization</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchKopruluViziers</Tech>
		<Tech row ='0' page ='1' column ='8'>ChurchThinRedLine</Tech>
		<Tech row ='0' page ='1' column ='8'>UniqueSPCGrandEncampment</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchGardeImperial1</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchGardeImperial2</Tech>
		<Tech row ='0' page ='1' column ='2'>ChurchTownWatch</Tech>
		<Tech row ='0' page ='1' column ='9'>ChurchBlackWatch</Tech>
		<Tech row ='0' page ='1' column ='1'>Bastion</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCCorsolet</Tech>
		<Tech row ='0' page ='1' column ='9'>UniqueSPCHighCrusade</Tech>
		<Tech row ='0' page ='1' column ='7'>UniqueSPCIndianFriendship</Tech>
		<Tech row ='0' page ='1' column ='8'>UniqueSPCTaxBurden</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1390' name ='ypChurchWagon'>
		<DBID>2049</DBID>
		<DisplayNameID>69295</DisplayNameID>
		<EditorNameID>69296</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_outpost.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\bank_wagon_icon</Icon>
		<PortraitIcon>ui\units\bank_wagon_portrait</PortraitIcon>
		<RolloverTextID>69294</RolloverTextID>
		<ShortRolloverTextID>69293</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train row ='0' page ='6' column ='0'>ypChurch</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Church'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1391' name ='YPMonasteryWagon'>
		<DBID>2050</DBID>
		<DisplayNameID>69318</DisplayNameID>
		<EditorNameID>69319</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\bank_wagon_icon</Icon>
		<PortraitIcon>ui\units\bank_wagon_portrait</PortraitIcon>
		<RolloverTextID>69317</RolloverTextID>
		<ShortRolloverTextID>69316</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='6' column ='0'>Dock</Train>
		<Train row ='0' page ='6' column ='0'>ypMonastery</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>dockwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypMonastery'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1392' name ='ypSPCArrowKnight'>
		<DBID>2051</DBID>
		<DisplayNameID>69396</DisplayNameID>
		<EditorNameID>69397</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.7500</MaxVelocity>
		<MaxRunVelocity>5.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\arrow_knight\yp_spc_arrow_knight.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\spc\arrow_knight\spc_arrow_knight_icon</Icon>
		<PortraitIcon>units\asians\spc\arrow_knight\spc_arrow_knight_portrait</PortraitIcon>
		<RolloverTextID>69395</RolloverTextID>
		<ShortRolloverTextID>69394</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34</TrainPoints>
		<Bounty>13</Bounty>
		<BuildBounty>13</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>ypspcarrowknight.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Ship'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1393' name ='ypCastleJapanese'>
		<DBID>2052</DBID>
		<DisplayNameID>69400</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\castle\castle.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\castle\Japan\japan_castle_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\castle\Japan\japan_castle_icon_portrait</PortraitIcon>
		<RolloverTextID>69399</RolloverTextID>
		<ShortRolloverTextID>69398</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>140</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractFoundry</UnitType>
		<Train row ='0' page ='0' column ='0'>xpArrowKnight</Train>
		<Train row ='0' page ='0' column ='1'>xpEagleKnight</Train>
		<Train row ='0' page ='0' column ='2'>xpJaguarKnight</Train>
		<Train row ='0' page ='0' column ='0'>ypFlameThrower</Train>
		<Train row ='0' page ='0' column ='0'>ypFlamingArrow</Train>
		<Train row ='0' page ='0' column ='1'>ypHandMortar</Train>
		<Train row ='0' page ='0' column ='1'>ypMorutaru</Train>
		<Train row ='0' page ='0' column ='0'>ypMercFlailiphant</Train>
		<Train row ='0' page ='0' column ='1'>ypMahout</Train>
		<Train row ='0' page ='0' column ='2'>ypHowdah</Train>
		<Train row ='0' page ='0' column ='3'>ypSiegeElephant</Train>
		<Train row ='0' page ='0' column ='3'>ypBlackFlagArmy</Train>
		<Tech row ='0' page ='1' column ='0'>YPDisciplinedFlameThrower</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedFlameThrower</Tech>
		<Tech row ='0' page ='1' column ='3'>YPExaltedSiegeElephant</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredFlameThrower</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedFlamingArrow</Tech>
		<Tech row ='0' page ='1' column ='3'>ypFortifiedCastle</Tech>
		<Tech row ='0' page ='1' column ='3'>ypFrontierCastle</Tech>
		<Tech row ='0' page ='1' column ='1'>YPExaltedHandMortar</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredFlailElephant</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredHandMortar</Tech>
		<Tech row ='0' page ='1' column ='0'>YPDisciplinedFlailElephant</Tech>
		<Tech row ='0' page ='1' column ='3'>YPHonoredSiegeElephant</Tech>
		<Tech row ='0' page ='1' column ='1'>YPExaltedMahout</Tech>
		<Tech row ='0' page ='1' column ='2'>YPHonoredHowdah</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredFlamingArrow</Tech>
		<Tech row ='0' page ='1' column ='2'>YPExaltedHowdah</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredMahout</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedFlailElephant</Tech>
		<Tech row ='0' page ='1' column ='1'>YPExaltedMorutaru</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredMorutaru</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Imam</Contain>
		<Contain>Priest</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>StartNativeDance</Command>
		<Command page ='1' column ='5'>CancelNativeDance</Command>
		<Command page ='1' column ='9'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageCap>120</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1394' name ='ypCastleIndians'>
		<DBID>2053</DBID>
		<DisplayNameID>69403</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\castle\castle.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\asian_civs\castle\Indian\indian_castle_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\castle\Indian\indian_castle_icon_portrait</PortraitIcon>
		<RolloverTextID>69402</RolloverTextID>
		<ShortRolloverTextID>69401</ShortRolloverTextID>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>140</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>4</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractFoundry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Train row ='0' page ='0' column ='0'>xpArrowKnight</Train>
		<Train row ='0' page ='0' column ='1'>xpEagleKnight</Train>
		<Train row ='0' page ='0' column ='2'>xpJaguarKnight</Train>
		<Train row ='0' page ='0' column ='0'>ypFlameThrower</Train>
		<Train row ='0' page ='0' column ='0'>ypFlamingArrow</Train>
		<Train row ='0' page ='0' column ='1'>ypHandMortar</Train>
		<Train row ='0' page ='0' column ='1'>ypMorutaru</Train>
		<Train row ='0' page ='0' column ='0'>ypMercFlailiphant</Train>
		<Train row ='0' page ='0' column ='1'>ypMahout</Train>
		<Train row ='0' page ='0' column ='2'>ypHowdah</Train>
		<Train row ='0' page ='0' column ='3'>ypSiegeElephant</Train>
		<Train row ='0' page ='0' column ='3'>ypBlackFlagArmy</Train>
		<Tech row ='0' page ='1' column ='0'>YPDisciplinedFlameThrower</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedFlameThrower</Tech>
		<Tech row ='0' page ='1' column ='3'>YPExaltedSiegeElephant</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredFlameThrower</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedFlamingArrow</Tech>
		<Tech row ='0' page ='1' column ='3'>ypFortifiedCastle</Tech>
		<Tech row ='0' page ='1' column ='3'>ypFrontierCastle</Tech>
		<Tech row ='0' page ='1' column ='1'>YPExaltedHandMortar</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredFlailElephant</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredHandMortar</Tech>
		<Tech row ='0' page ='1' column ='0'>YPDisciplinedFlailElephant</Tech>
		<Tech row ='0' page ='1' column ='3'>YPHonoredSiegeElephant</Tech>
		<Tech row ='0' page ='1' column ='1'>YPExaltedMahout</Tech>
		<Tech row ='0' page ='1' column ='2'>YPHonoredHowdah</Tech>
		<Tech row ='0' page ='1' column ='0'>YPHonoredFlamingArrow</Tech>
		<Tech row ='0' page ='1' column ='2'>YPExaltedHowdah</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredMahout</Tech>
		<Tech row ='0' page ='1' column ='0'>YPExaltedFlailElephant</Tech>
		<Tech row ='0' page ='1' column ='1'>YPExaltedMorutaru</Tech>
		<Tech row ='0' page ='1' column ='1'>YPHonoredMorutaru</Tech>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Surgeon</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>Priest</Contain>
		<Contain>Missionary</Contain>
		<Contain>AbstractVillager</Contain>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Eject</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='1' column ='5'>StartNativeDance</Command>
		<Command page ='1' column ='5'>CancelNativeDance</Command>
		<Command page ='1' column ='9'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>40</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageCap>120</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>24</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1395' name ='ypMongolianArmy'>
		<DBID>2054</DBID>
		<DisplayNameID>69406</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\changdao\changdao.xml</AnimFile>
		<Icon>units\asians\chinese\new_mongolian_army\new_mongolian_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\new_mongolian_army\new_mongolian_army_icon_portrait</PortraitIcon>
		<RolloverTextID>69405</RolloverTextID>
		<ShortRolloverTextID>69404</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>30</TrainPoints>
		<Bounty>77</Bounty>
		<BuildBounty>77</BuildBounty>
		<Cost resourcetype ='Food'>495</Cost>
		<Cost resourcetype ='Wood'>270</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1396' name ='ypMongolianArmySpawn'>
		<DBID>2055</DBID>
		<DisplayNameID>69409</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>5</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\changdao\changdao.xml</AnimFile>
		<Icon>units\asians\chinese\new_mongolian_army\new_mongolian_army_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\new_mongolian_army\new_mongolian_army_icon_portrait</PortraitIcon>
		<RolloverTextID>69408</RolloverTextID>
		<ShortRolloverTextID>69407</ShortRolloverTextID>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>9</LOS>
		<TrainPoints>258</TrainPoints>
		<Bounty>77</Bounty>
		<BuildBounty>77</BuildBounty>
		<Cost resourcetype ='Food'>495</Cost>
		<Cost resourcetype ='Wood'>270</Cost>
		<AllowedAge>2</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1397' name ='ypIGCPhysicspopper'>
		<DBID>2057</DBID>
		<DisplayNameID>69425</DisplayNameID>
		<EditorNameID>69426</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\chen\spc_chen.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\elizabeth_ramsey\elizabeth_ramsey_icon_64x64</Icon>
		<PortraitIcon>units\spc\elizabeth_ramsey\elizabeth_ramsey_igc_icon</PortraitIcon>
		<RolloverTextID>69424</RolloverTextID>
		<ShortRolloverTextID>69423</ShortRolloverTextID>
		<InitialHitpoints>1250</InitialHitpoints>
		<MaxHitpoints>1250</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.8000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>ypigcphysicspopper.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>400</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1398' name ='YPMilitaryRickshaw'>
		<DBID>2058</DBID>
		<DisplayNameID>69443</DisplayNameID>
		<EditorNameID>69444</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\japanese_town_center_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\japanese_town_center_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>69442</RolloverTextID>
		<ShortRolloverTextID>69441</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Train row ='0' page ='6' column ='0'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='1'>ypStableJapanese</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypCastle'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1399' name ='ypRepentantBarbaryCorsair'>
		<DBID>2059</DBID>
		<DisplayNameID>69493</DisplayNameID>
		<EditorNameID>69494</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\barbary_corsair\barbary_corsair.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\barbary_corsair\barbary_corsair_portrait</PortraitIcon>
		<RolloverTextID>69492</RolloverTextID>
		<ShortRolloverTextID>69491</ShortRolloverTextID>
		<InitialHitpoints>315</InitialHitpoints>
		<MaxHitpoints>315</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<ScoreValue>20</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>28</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1400' name ='ypRepentantBlackRider'>
		<DBID>2060</DBID>
		<DisplayNameID>69497</DisplayNameID>
		<EditorNameID>69498</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\black_rider\black_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\black_rider\black_rider_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\black_rider\black_rider_portrait</PortraitIcon>
		<RolloverTextID>69496</RolloverTextID>
		<ShortRolloverTextID>69495</ShortRolloverTextID>
		<InitialHitpoints>520</InitialHitpoints>
		<MaxHitpoints>520</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>47</TrainPoints>
		<Bounty>27</Bounty>
		<BuildBounty>27</BuildBounty>
		<Cost resourcetype ='Gold'>270</Cost>
		<ScoreValue>28</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1401' name ='ypRepentantElmeti'>
		<DBID>2061</DBID>
		<DisplayNameID>69501</DisplayNameID>
		<EditorNameID>69502</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\elmeti\elmeti_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\Units\elmeti_icon</Icon>
		<PortraitIcon>ui\Units\elmeti_portrait</PortraitIcon>
		<RolloverTextID>69500</RolloverTextID>
		<ShortRolloverTextID>69499</ShortRolloverTextID>
		<InitialHitpoints>1000</InitialHitpoints>
		<MaxHitpoints>1000</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Gold'>400</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>27</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>39</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1402' name ='ypRepentantFusilier'>
		<DBID>2062</DBID>
		<DisplayNameID>69505</DisplayNameID>
		<EditorNameID>69506</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\fusilier\fusilier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\fusilier_icon</Icon>
		<PortraitIcon>ui\units\fusilier_portrait</PortraitIcon>
		<RolloverTextID>69504</RolloverTextID>
		<ShortRolloverTextID>69503</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<ScoreValue>20</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>70</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>70</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>70</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1403' name ='ypRepentantGreatCannon'>
		<DBID>2063</DBID>
		<DisplayNameID>69509</DisplayNameID>
		<EditorNameID>69510</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.5000</MaxVelocity>
		<MaxRunVelocity>4.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\spc\russian_cannon\russian_cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\spc\russian_cannon\russian_cannon_icon_64</Icon>
		<PortraitIcon>units\spc\russian_cannon\russian_cannon_icon_portrait</PortraitIcon>
		<RolloverTextID>69508</RolloverTextID>
		<ShortRolloverTextID>69507</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>90</TrainPoints>
		<Bounty>120</Bounty>
		<BuildBounty>120</BuildBounty>
		<Cost resourcetype ='Gold'>1200</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.7500'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>spcrussiancannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>4</ROF>
			<DamageCap>800</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>RussianGreatCannonBall</Projectile>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1404' name ='ypRepentantHackapell'>
		<DBID>2064</DBID>
		<DisplayNameID>69513</DisplayNameID>
		<EditorNameID>69514</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\hackapell\hackapell_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\hackapell\hackapell_icon</Icon>
		<PortraitIcon>units\mercenaries\hackapell\hackapell_portrait</PortraitIcon>
		<RolloverTextID>69512</RolloverTextID>
		<ShortRolloverTextID>69511</ShortRolloverTextID>
		<InitialHitpoints>295</InitialHitpoints>
		<MaxHitpoints>295</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<ScoreValue>20</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>121</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>121</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>121</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>80</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>240</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1405' name ='ypRepentantHighlander'>
		<DBID>2065</DBID>
		<DisplayNameID>69517</DisplayNameID>
		<EditorNameID>69518</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\highlander\highlander.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\highlander\highlander_icon</Icon>
		<PortraitIcon>units\mercenaries\highlander\highlander_portrait</PortraitIcon>
		<RolloverTextID>69516</RolloverTextID>
		<ShortRolloverTextID>69515</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<ScoreValue>20</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>32</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>63</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>32</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>32</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>63</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>32</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>63</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1406' name ='ypRepentantJaeger'>
		<DBID>2066</DBID>
		<DisplayNameID>69521</DisplayNameID>
		<EditorNameID>69522</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\jaeger\jaeger.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\jaeger\hessian_jaeger_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\jaeger\hessian_jaeger_portrait</PortraitIcon>
		<RolloverTextID>69520</RolloverTextID>
		<ShortRolloverTextID>69519</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Gold'>180</Cost>
		<ScoreValue>40</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1407' name ='ypRepentantLandsknecht'>
		<DBID>2067</DBID>
		<DisplayNameID>69525</DisplayNameID>
		<EditorNameID>69526</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\landsknecht\landsknecht.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\landsknecht\landsknect_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\landsknecht\landsknecht_portrait</PortraitIcon>
		<RolloverTextID>69524</RolloverTextID>
		<ShortRolloverTextID>69523</ShortRolloverTextID>
		<InitialHitpoints>430</InitialHitpoints>
		<MaxHitpoints>430</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>44</TrainPoints>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Gold'>240</Cost>
		<ScoreValue>24</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>72</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>36</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>27</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>54</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>1.5</DamageBonus>
			<Damage>54</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1408' name ='ypRepentantMameluke'>
		<DBID>2068</DBID>
		<DisplayNameID>69529</DisplayNameID>
		<EditorNameID>69530</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\mameluke\mameluke_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\mameluke\mameluke_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\mameluke\mameluke_portrait</PortraitIcon>
		<RolloverTextID>69528</RolloverTextID>
		<ShortRolloverTextID>69527</ShortRolloverTextID>
		<InitialHitpoints>1450</InitialHitpoints>
		<MaxHitpoints>1450</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Gold'>400</Cost>
		<ScoreValue>60</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>34</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>34</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>34</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>23</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>68</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1409' name ='ypRepentantManchu'>
		<DBID>2069</DBID>
		<DisplayNameID>69533</DisplayNameID>
		<EditorNameID>69534</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\manchurian_archer\manchurian_archer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\manchurian_archer\manchurian_archer_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\manchurian_archer\manchurian_archer_portrait</PortraitIcon>
		<RolloverTextID>69532</RolloverTextID>
		<ShortRolloverTextID>69531</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42</TrainPoints>
		<Bounty>22</Bounty>
		<BuildBounty>22</BuildBounty>
		<Cost resourcetype ='Gold'>220</Cost>
		<ScoreValue>22</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<Damage>27</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>11</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<Projectile>ArrowFlaming</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1410' name ='ypRepentantNinja'>
		<DBID>2070</DBID>
		<DisplayNameID>69537</DisplayNameID>
		<EditorNameID>69538</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\ninja\ninja.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\ninja_icon</Icon>
		<PortraitIcon>ui\units\ninja_portrait</PortraitIcon>
		<RolloverTextID>69536</RolloverTextID>
		<ShortRolloverTextID>69535</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<ScoreValue>40</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>ninja.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type ='Hero'>10</DamageBonus>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='Hero'>10</DamageBonus>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='Hero'>10</DamageBonus>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Mercenary'>10</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1411' name ='ypRepentantRonin'>
		<DBID>2071</DBID>
		<DisplayNameID>69541</DisplayNameID>
		<EditorNameID>69542</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\samurai\ronin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\samurai\ronin_icon</Icon>
		<PortraitIcon>units\mercenaries\samurai\ronin_portrait</PortraitIcon>
		<RolloverTextID>69540</RolloverTextID>
		<ShortRolloverTextID>69539</ShortRolloverTextID>
		<InitialHitpoints>540</InitialHitpoints>
		<MaxHitpoints>540</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Gold'>400</Cost>
		<ScoreValue>40</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>120</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>160</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>80</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>29</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>58</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>58</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>116</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>58</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>116</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>58</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>116</DamageCap>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1412' name ='ypRepentantStradiot'>
		<DBID>2072</DBID>
		<DisplayNameID>69545</DisplayNameID>
		<EditorNameID>69546</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\balkan_stradiot\balkan_stradiot_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\mercenaries\balkan_stradiot\balkan_stradiot_icon_64x64</Icon>
		<PortraitIcon>units\mercenaries\balkan_stradiot\balkan_stradiot_portrait</PortraitIcon>
		<RolloverTextID>69544</RolloverTextID>
		<ShortRolloverTextID>69543</ShortRolloverTextID>
		<InitialHitpoints>585</InitialHitpoints>
		<MaxHitpoints>585</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<ScoreValue>26</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>56</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>56</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>56</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>37</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>112</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1413' name ='ypRepentantSwissPikeman'>
		<DBID>2073</DBID>
		<DisplayNameID>69549</DisplayNameID>
		<EditorNameID>69550</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\mercenaries\swiss_pikeman\swiss_pikeman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\mercenaries\swiss_pikeman\swiss_pikeman_icon</Icon>
		<PortraitIcon>units\mercenaries\swiss_pikeman\swiss_pikeman_portrait</PortraitIcon>
		<RolloverTextID>69548</RolloverTextID>
		<ShortRolloverTextID>69547</ShortRolloverTextID>
		<InitialHitpoints>325</InitialHitpoints>
		<MaxHitpoints>325</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>36</TrainPoints>
		<Bounty>16</Bounty>
		<BuildBounty>16</BuildBounty>
		<Cost resourcetype ='Gold'>160</Cost>
		<ScoreValue>16</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>64</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>32</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
			<Damage>11</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
			<Damage>22</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>3.500000</DamageBonus>
			<Damage>22</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1414' name ='ypRepentantArsonist'>
		<DBID>2074</DBID>
		<DisplayNameID>69553</DisplayNameID>
		<EditorNameID>69554</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\arsonist\spc_arsonist.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\spc\arsonist\arsonist_icon_64</Icon>
		<PortraitIcon>units\asians\spc\arsonist\arsonist_icon_portrait</PortraitIcon>
		<RolloverTextID>69552</RolloverTextID>
		<ShortRolloverTextID>69551</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>TorchProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>arsonist.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>140</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>48</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>48</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageCap>48</DamageCap>
			<DamageBonus type ='AbstractCavalryInfantry'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1415' name ='ypRepentantIronTroop'>
		<DBID>2075</DBID>
		<DisplayNameID>69557</DisplayNameID>
		<EditorNameID>69558</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\iron_troop\iron_troop.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\iron_troop\iron_troop_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\iron_troop\iron_troop_icon_portrait</PortraitIcon>
		<RolloverTextID>69556</RolloverTextID>
		<ShortRolloverTextID>69555</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.6000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1416' name ='ypRepentantJatLancer'>
		<DBID>2076</DBID>
		<DisplayNameID>69561</DisplayNameID>
		<EditorNameID>69562</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\jat_lancer\jat_lancer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\mercenaries\jat_lancer\jat_lancer_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\jat_lancer\jat_lancer_icon_portrait</PortraitIcon>
		<RolloverTextID>69560</RolloverTextID>
		<ShortRolloverTextID>69559</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>15</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Gold'>400</Cost>
		<ScoreValue>28</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>4</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractInfantry'>4</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>39</DamageCap>
			<DamageBonus type ='AbstractInfantry'>4</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1417' name ='ypRepentantYojimbo'>
		<DBID>2077</DBID>
		<DisplayNameID>69565</DisplayNameID>
		<EditorNameID>69566</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.8000</MaxVelocity>
		<MaxRunVelocity>8.8000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\yojimbo\yojimbo_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\mercenaries\yojimbo\yojimbo_icon</Icon>
		<PortraitIcon>units\asians\mercenaries\yojimbo\yojimbo_icon_portrait</PortraitIcon>
		<RolloverTextID>69564</RolloverTextID>
		<ShortRolloverTextID>69563</ShortRolloverTextID>
		<InitialHitpoints>540</InitialHitpoints>
		<MaxHitpoints>540</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Gold'>400</Cost>
		<ScoreValue>28</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>1.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>1.5</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>116</DamageCap>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type ='AbstractCoyoteMan'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1418' name ='ypRepentantOutlawPistol'>
		<DBID>2078</DBID>
		<DisplayNameID>69569</DisplayNameID>
		<EditorNameID>69570</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\outlaws\outlaw_pistol.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>nuggets\outlaw_kidnap\outlaw_icon_64x64</Icon>
		<PortraitIcon>nuggets\outlaw_kidnap\outlaw_icon_portrait</PortraitIcon>
		<RolloverTextID>69568</RolloverTextID>
		<ShortRolloverTextID>69567</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>16</Bounty>
		<BuildBounty>16</BuildBounty>
		<Cost resourcetype ='Gold'>80</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1419' name ='ypRepentantOutlawRider'>
		<DBID>2079</DBID>
		<DisplayNameID>69573</DisplayNameID>
		<EditorNameID>69574</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\outlaws\outlaw_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\spc\outlaws\outlaw_rider_icon_64x64</Icon>
		<PortraitIcon>units\spc\outlaws\outlaw_rider_portrait</PortraitIcon>
		<RolloverTextID>69572</RolloverTextID>
		<ShortRolloverTextID>69571</ShortRolloverTextID>
		<InitialHitpoints>225</InitialHitpoints>
		<MaxHitpoints>225</MaxHitpoints>
		<LOS>16</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Gold'>120</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1420' name ='ypRepentantOutlawRifleman'>
		<DBID>2080</DBID>
		<DisplayNameID>69577</DisplayNameID>
		<EditorNameID>69578</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\outlaws\outlaw_shotgun.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\outlaws\outlaw_shotgun_icon</Icon>
		<PortraitIcon>units\spc\outlaws\outlaw_shotgun_portrait</PortraitIcon>
		<RolloverTextID>69576</RolloverTextID>
		<ShortRolloverTextID>69575</ShortRolloverTextID>
		<InitialHitpoints>110</InitialHitpoints>
		<MaxHitpoints>110</MaxHitpoints>
		<LOS>22</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Gold'>90</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1421' name ='ypRepentantPirate'>
		<DBID>2081</DBID>
		<DisplayNameID>69581</DisplayNameID>
		<EditorNameID>69582</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\pirates\pirates.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\pirates\pirate_icon</Icon>
		<PortraitIcon>units\spc\pirates\pirate_portrait</PortraitIcon>
		<RolloverTextID>69580</RolloverTextID>
		<ShortRolloverTextID>69579</ShortRolloverTextID>
		<InitialHitpoints>175</InitialHitpoints>
		<MaxHitpoints>175</MaxHitpoints>
		<LOS>12</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>100</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonPirate.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>4</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>4</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1422' name ='ypRepentantDacoit'>
		<DBID>2082</DBID>
		<DisplayNameID>69585</DisplayNameID>
		<EditorNameID>69586</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\fugitive_dacoit\fugitive_dacoit.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\fugitive_dacoit\dacoit_icon</Icon>
		<PortraitIcon>units\asians\mercenaries\fugitive_dacoit\dacoit_icon_portrait</PortraitIcon>
		<RolloverTextID>69584</RolloverTextID>
		<ShortRolloverTextID>69583</ShortRolloverTextID>
		<InitialHitpoints>140</InitialHitpoints>
		<MaxHitpoints>140</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Gold'>90</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.5</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1423' name ='ypRepentantThuggee'>
		<DBID>2083</DBID>
		<DisplayNameID>69589</DisplayNameID>
		<EditorNameID>69590</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\delinquent_thuggee\delinquent_thuggee.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\delinquent_thuggee\thuggee_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\delinquent_thuggee\thuggee_icon_portrait</PortraitIcon>
		<RolloverTextID>69588</RolloverTextID>
		<ShortRolloverTextID>69587</ShortRolloverTextID>
		<InitialHitpoints>210</InitialHitpoints>
		<MaxHitpoints>210</MaxHitpoints>
		<LOS>22</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50</TrainPoints>
		<Bounty>30</Bounty>
		<BuildBounty>30</BuildBounty>
		<Cost resourcetype ='Gold'>150</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1424' name ='ypRepentantBlindMonk'>
		<DBID>2084</DBID>
		<DisplayNameID>69593</DisplayNameID>
		<EditorNameID>69594</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\blind_monk\blind_monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\blind_monk\blind_monk_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\blind_monk\blind_monk_icon_portrait</PortraitIcon>
		<RolloverTextID>69592</RolloverTextID>
		<ShortRolloverTextID>69591</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>33</TrainPoints>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Gold'>120</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractWokou</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>wokouMonk.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<Damage>13</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1425' name ='ypRepentantSmuggler'>
		<DBID>2085</DBID>
		<DisplayNameID>69597</DisplayNameID>
		<EditorNameID>69598</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\wokou_pirate\wokou_pirate.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_portrait</PortraitIcon>
		<RolloverTextID>69596</RolloverTextID>
		<ShortRolloverTextID>69595</ShortRolloverTextID>
		<InitialHitpoints>165</InitialHitpoints>
		<MaxHitpoints>165</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>33</TrainPoints>
		<Bounty>23</Bounty>
		<BuildBounty>23</BuildBounty>
		<Cost resourcetype ='Gold'>115</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractWokou</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>wokouInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>27</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1426' name ='ypRepentantWanderingHorseman'>
		<DBID>2086</DBID>
		<DisplayNameID>69601</DisplayNameID>
		<EditorNameID>69602</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\wandering_horseman\wandering_horseman_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_portrait</PortraitIcon>
		<RolloverTextID>69600</RolloverTextID>
		<ShortRolloverTextID>69599</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>15</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>70</TrainPoints>
		<Bounty>24</Bounty>
		<BuildBounty>24</BuildBounty>
		<Cost resourcetype ='Gold'>180</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractWokou</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>wokouCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>12</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1427' name ='ypRepentantWaywardRonin'>
		<DBID>2087</DBID>
		<DisplayNameID>69605</DisplayNameID>
		<EditorNameID>69606</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\wayward_ronin\wayward_ronin.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_64</Icon>
		<PortraitIcon>units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_portrait</PortraitIcon>
		<RolloverTextID>69604</RolloverTextID>
		<ShortRolloverTextID>69603</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>33</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Hand' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractWokou</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Wanders</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>wokouInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>15</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>25</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1428' name ='ypBankWagon'>
		<DBID>2089</DBID>
		<DisplayNameID>69619</DisplayNameID>
		<EditorNameID>69620</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_bank.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\bank_wagon_icon</Icon>
		<PortraitIcon>ui\units\bank_wagon_portrait</PortraitIcon>
		<RolloverTextID>69618</RolloverTextID>
		<ShortRolloverTextID>69617</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Train row ='0' page ='6' column ='0'>ypBankAsian</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Bank'>3</Rate>
			<Rate type ='ypBankAsian'>3</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1429' name ='ypStunStars'>
		<DBID>2092</DBID>
		<DisplayNameID>69636</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\attachments\stun_stars.xml</AnimFile>
		<Lifespan>0</Lifespan>
		<LOS>0</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1430' name ='ypPetSnowMonkey'>
		<DBID>2093</DBID>
		<DisplayNameID>69647</DisplayNameID>
		<EditorNameID>69648</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\animals\snow_monkey\snow_monkey.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\snow_monkey\snowmonkey_icon</Icon>
		<PortraitIcon>units\animals\snow_monkey\snowmonkey_icon_portrait</PortraitIcon>
		<RolloverTextID>69646</RolloverTextID>
		<ShortRolloverTextID>69645</ShortRolloverTextID>
		<InitialHitpoints>90</InitialHitpoints>
		<MaxHitpoints>90</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>3</Bounty>
		<BuildBounty>3</BuildBounty>
		<Cost resourcetype ='Food'>25</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractPet</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>Tracked</Flag>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.1</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1431' name ='ypSPCEdwardsonEvil'>
		<DBID>2095</DBID>
		<DisplayNameID>69773</DisplayNameID>
		<EditorNameID>69774</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\edwardson\spc_edwardson_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\spc\edwardson\clnl_edwardson_icon_64</Icon>
		<PortraitIcon>units\asians\spc\edwardson\clnl_edwardson_icon_portrait</PortraitIcon>
		<RolloverTextID>69772</RolloverTextID>
		<ShortRolloverTextID>69771</ShortRolloverTextID>
		<InitialHitpoints>2500</InitialHitpoints>
		<MaxHitpoints>2500</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Ranged' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Train row ='0' page ='0' column ='0'>ypSepoy</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>ypspcedwardson.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>90</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1432' name ='xpBuilderStart'>
		<DBID>2096</DBID>
		<DisplayNameID>69779</DisplayNameID>
		<EditorNameID>69780</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\indian_travois\native_travois.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>69778</RolloverTextID>
		<ShortRolloverTextID>69777</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>8</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>30</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Wood'>150</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='6' column ='10'>Barracks</Train>
		<Train row ='0' page ='6' column ='12'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='11'>Corral</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='6' column ='0'>Longhouse</Train>
		<Train row ='0' page ='6' column ='5'>Plantation</Train>
		<Train row ='0' page ='6' column ='4'>Farm</Train>
		<Train row ='0' page ='6' column ='4'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Market</Train>
		<Train row ='0' page ='6' column ='2'>Dock</Train>
		<Train row ='0' page ='6' column ='1'>FirePit</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativebuilder.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name></ProtoAction>
	</Unit>
	<Unit id ='1433' name ='ypSPCSaltpeterSocket'>
		<DBID>2097</DBID>
		<DisplayNameID>69783</DisplayNameID>
		<EditorNameID>69784</EditorNameID>
		<SubCiv>Saltpeter</SubCiv>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\saltpeter_site\saltpeter_socket.xml</AnimFile>
		<Icon>buildings\native_settlement\indian_native_site_icon_64</Icon>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>buildings\native_settlement\indian_native_site_icon_portrait</PortraitIcon>
		<RolloverTextID>69782</RolloverTextID>
		<ShortRolloverTextID>69781</ShortRolloverTextID>
		<LOS>0</LOS>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>TradePostSocket</UnitType>
		<UnitType>NativeSocket</UnitType>
		<UnitType>Socket</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1434' name ='ypSPCSaltpeterSite'>
		<DBID>2098</DBID>
		<DisplayNameID>69785</DisplayNameID>
		<EditorNameID>69786</EditorNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\saltpeter_site\saltpeter_site.xml</AnimFile>
		<Icon>buildings\native_settlement\indian_native_site_icon_64</Icon>
		<PortraitIcon>buildings\native_settlement\indian_native_site_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560</InitialHitpoints>
		<MaxHitpoints>1560</MaxHitpoints>
		<LOS>9</LOS>
		<BuildPoints>5</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>NativeBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>Doppled</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>HideHitpointsIfGaia</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1435' name ='ypCrateofCoin1'>
		<DBID>2100</DBID>
		<DisplayNameID>69835</DisplayNameID>
		<EditorNameID>69836</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_coin_small.xml</AnimFile>
		<Icon>ui\command\generate_coin_icon</Icon>
		<PortraitIcon>ui\command\generate_coin_portrait</PortraitIcon>
		<RolloverTextID>69834</RolloverTextID>
		<ShortRolloverTextID>69833</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Gold'>100</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1436' name ='ypCrateofFood1'>
		<DBID>2101</DBID>
		<DisplayNameID>69839</DisplayNameID>
		<EditorNameID>69840</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_food_small.xml</AnimFile>
		<Icon>ui\command\generate_food_icon</Icon>
		<PortraitIcon>ui\command\generate_food_portrait</PortraitIcon>
		<RolloverTextID>69838</RolloverTextID>
		<ShortRolloverTextID>69837</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Food'>100</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Food</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1437' name ='ypCrateofWood1'>
		<DBID>2102</DBID>
		<DisplayNameID>69843</DisplayNameID>
		<EditorNameID>69844</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MaxRunVelocity>0</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\crate_wood_small.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<PortraitIcon>ui\command\generate_wood_portrait</PortraitIcon>
		<RolloverTextID>69842</RolloverTextID>
		<ShortRolloverTextID>69841</ShortRolloverTextID>
		<LOS>1</LOS>
		<InitialResource resourcetype ='Wood'>100</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Wood</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1438' name ='ypEggIceCreamTruck'>
		<DBID>2106</DBID>
		<DisplayNameID>69960</DisplayNameID>
		<EditorNameID>69961</EditorNameID>
		<ObstructionRadiusX>2</ObstructionRadiusX>
		<ObstructionRadiusZ>2</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>16</MaxVelocity>
		<MaxRunVelocity>18</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>6</TurnRate>
		<AnimFile>units\asians\eggs\monster_ice_cream_truck\monster_ice_cream_truck.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\eggs\monster_ice_Cream_truck\unit_monster_ice_cream_truck_icon_64</Icon>
		<PortraitIcon>units\asians\eggs\monster_ice_Cream_truck\unit_monster_ice_cream_truck_icon_portrait</PortraitIcon>
		<RolloverTextID>69959</RolloverTextID>
		<ShortRolloverTextID>69958</ShortRolloverTextID>
		<InitialHitpoints>900</InitialHitpoints>
		<MaxHitpoints>900</MaxHitpoints>
		<LOS>20</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>100</Bounty>
		<BuildBounty>80</BuildBounty>
		<Cost resourcetype ='Food'>888</Cost>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<AllowedAge>0</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='1'>Abilities</Command>
		<Tactics>monstertruck.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>60</DamageCap>
			<DamageArea>6</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1439' name ='ypEggHotDogCart'>
		<DBID>2107</DBID>
		<DisplayNameID>69964</DisplayNameID>
		<EditorNameID>69965</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>8</MaxVelocity>
		<MaxRunVelocity>12</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>6</TurnRate>
		<AnimFile>units\asians\eggs\flaming_hot_dog_cart\flaming_hot_dog_cart.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\eggs\flaming_hot_dog_cart\unit_hot_dog_cart_icon_64</Icon>
		<PortraitIcon>units\asians\eggs\flaming_hot_dog_cart\unit_hot_dog_cart_icon_portrait</PortraitIcon>
		<RolloverTextID>69963</RolloverTextID>
		<ShortRolloverTextID>69962</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>800</Cost>
		<Cost resourcetype ='Gold'>720</Cost>
		<AllowedAge>0</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>flamethrower.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>FlameAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>0.25</ROF>
			<DamageCap>80</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1440' name ='ypIGCIndianVillager'>
		<DBID>2114</DBID>
		<DisplayNameID>70017</DisplayNameID>
		<EditorNameID>70018</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3</MaxVelocity>
		<MaxRunVelocity>5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\igc_indian_villager\igc_indian_villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\shared\villager\indian_peasant_icon</Icon>
		<PortraitIcon>units\asians\shared\villager\indian_peasant_icon_portrait</PortraitIcon>
		<RolloverTextID>70016</RolloverTextID>
		<ShortRolloverTextID>70015</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>Hero</UnitAIType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='4'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id ='1441' name ='ypSPCPravar'>
		<DBID>2115</DBID>
		<DisplayNameID>70059</DisplayNameID>
		<EditorNameID>70060</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\prava\spc_pravar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\spc\prava\pravar_icon_64</Icon>
		<PortraitIcon>units\asians\spc\prava\pravar_icon_portrait</PortraitIcon>
		<RolloverTextID>70058</RolloverTextID>
		<ShortRolloverTextID>70057</ShortRolloverTextID>
		<InitialHitpoints>600</InitialHitpoints>
		<MaxHitpoints>600</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Train row ='0' page ='0' column ='2'>NatBlowgunAmbusher</Train>
		<Train row ='0' page ='0' column ='2'>NatClubmanLoyal</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Tactics>ypspcnanib.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>750</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>10</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>32</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1442' name ='ypSPCBrahminHealer'>
		<DBID>2116</DBID>
		<DisplayNameID>70081</DisplayNameID>
		<EditorNameID>70082</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\brahmin_healer\spc_brahmin_healer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\monk\indian_monk_icon_64</Icon>
		<PortraitIcon>units\asians\indians\monk\indian_monk_icon_portrait</PortraitIcon>
		<RolloverTextID>70080</RolloverTextID>
		<ShortRolloverTextID>70079</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>50</Bounty>
		<BuildBounty>25</BuildBounty>
		<Cost resourcetype ='Gold'>200</Cost>
		<RechargeTime>10</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>ypindianmonk.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
			<Rate type ='WarHut'>1</Rate>
			<Rate type ='ArtilleryDepot'>1</Rate>
			<Rate type ='Corral'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>40</DamageCap>
			<DamageBonus type ='Guardian'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='Hero'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>6</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1443' name ='ypGoatFat'>
		<DBID>2117</DBID>
		<DisplayNameID>70086</DisplayNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<IdleTimeout>3</IdleTimeout>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\goat\goat.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\goat\goat_icon_64</Icon>
		<PortraitIcon>units\animals\goat\goat_icon_portrait</PortraitIcon>
		<RolloverTextID>70085</RolloverTextID>
		<ShortRolloverTextID>70084</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>10</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0</Bounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>300</CarryCapacity>
		<InitialResource resourcetype ='Food'>300</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='LivestockPen'>0.750000</Rate>
			<Rate type ='Farm'>0.750000</Rate>
			<Rate type ='ypVillage'>0.750000</Rate>
			<Rate type ='YPLivestockPenAsian'>0.750000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type ='ypSacredField'>0.270000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.110000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1444' name ='ypMigrantOx'>
		<DBID>2118</DBID>
		<DisplayNameID>70089</DisplayNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<AnimFile>units\asians\shared\villager\villager.xml</AnimFile>
		<Icon>ui\home_city\hc_year_of_the_ox</Icon>
		<PortraitIcon>ui\home_city\hc_year_of_the_ox</PortraitIcon>
		<RolloverTextID>70088</RolloverTextID>
		<ShortRolloverTextID>70087</ShortRolloverTextID>
		<TrainPoints>0</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>200</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>AbstractBannerArmy</UnitType>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
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		<Flag>ApplyHandicapTraining</Flag>
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		<UnitType>LogicalTypeHealed</UnitType>
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		<UnitType>CountsTowardEconomicScore</UnitType>
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		<UnitType>HasBountyValue</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
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		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
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		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Flag>AllowOverPopCap</Flag>
		<Flag>AlwaysAllowOverPopCap</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
	</Unit>
	<Unit id ='1446' name ='ypFishingBoatIndians'>
		<DBID>2120</DBID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6</TurnRate>
		<AnimFile>units\asians\naval\fishing_boat_asian\fishing_boat_asian.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\fishing_boat_asian\indian_fishing_boat_icon_64</Icon>
		<PortraitIcon>units\asians\naval\fishing_boat_asian\indian_fishing_boat_icon_portrait</PortraitIcon>
		<InitialHitpoints>200</InitialHitpoints>
		<MaxHitpoints>200</MaxHitpoints>
		<LOS>18</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.5000'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='1'>Delete</Command>
		<Command page ='10' column ='0'>Stop</Command>
		<Tactics>fishingBoatAsian.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractWhale'>0.5</Rate>
			<Rate type ='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>2</ROF>
			<DamageCap>16</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='1447' name ='ypIrregularIndians'>
		<DBID>2121</DBID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\shared\irregular\irregular.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\shared\irregular\indian_irregular_gun_icon_64</Icon>
		<PortraitIcon>units\asians\shared\irregular\indian_irregular_gun_icon_portrait</PortraitIcon>
		<InitialHitpoints>130</InitialHitpoints>
		<MaxHitpoints>130</MaxHitpoints>
		<LOS>15</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>2</TrainPoints>
		<Cost resourcetype ='Food'>20</Cost>
		<Cost resourcetype ='Gold'>20</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractIrregular</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>LifespanUnit</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>21</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>21</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>21</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1448' name ='ypPeasantIndians'>
		<DBID>2122</DBID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\shared\peasant\peasant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\shared\irregular\indian_irregular_icon_64</Icon>
		<PortraitIcon>units\asians\shared\irregular\indian_irregular_icon_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>12</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>1</TrainPoints>
		<Cost resourcetype ='Food'>20</Cost>
		<Cost resourcetype ='Gold'>20</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractIrregular</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>4</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1449' name ='YPCastleWagonIndians'>
		<DBID>2123</DBID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\shared\wagon\castle_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\indian_castle_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\indian_castle_wagon_icon_portrait</PortraitIcon>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Train row ='0' page ='6' column ='0'>ypCastle</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypCastle'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1450' name ='ypTradingPostAsian'>
		<DBID>2124</DBID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\trading_post.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>tradepost.xml</PlacementFile>
		<Icon>buildings\trading_post\trading_post_asian_icon_64</Icon>
		<PortraitIcon>buildings\trading_post\trading_post_asian_icon_portrait</PortraitIcon>
		<InitialHitpoints>3000</InitialHitpoints>
		<MaxHitpoints>3000</MaxHitpoints>
		<LOS>14</LOS>
		<BuildPoints>90</BuildPoints>
		<Bounty>100</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>250</Cost>
		<BuildingWorkRate>1</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<SocketUnitType>TradePostSocket</SocketUnitType>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Siege' value ='0'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>VictoryPointBuilding</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTypeVictoryPointBuilding</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='0' column ='1'>NatAxeRiderDogSoldier</Train>
		<Train row ='0' page ='0' column ='0'>NatSharktoothBowman</Train>
		<Train row ='0' page ='0' column ='0'>NatAxeRider</Train>
		<Train row ='0' page ='0' column ='1'>NatMantlet</Train>
		<Train row ='0' page ='0' column ='0'>NatHuaminca</Train>
		<Train row ='0' page ='0' column ='1'>NatBolasWarrior</Train>
		<Train row ='0' page ='0' column ='0'>NatJaguarWarrior</Train>
		<Train row ='0' page ='0' column ='0'>NatClubman</Train>
		<Train row ='0' page ='0' column ='0'>NatTracker</Train>
		<Train row ='0' page ='0' column ='0'>NatTomahawk</Train>
		<Train row ='0' page ='0' column ='0'>NatRifleman</Train>
		<Train row ='0' page ='0' column ='0'>NatBlowgunWarrior</Train>
		<Train row ='0' page ='0' column ='0'>NatHorseArcher</Train>
		<Train row ='0' page ='0' column ='0'>NatHolcanSpearman</Train>
		<Train row ='0' page ='0' column ='0'>NatBlackwoodArcher</Train>
		<Train row ='0' page ='0' column ='1'>NatEagleWarrior</Train>
		<Train row ='0' page ='0' column ='2'>NatMedicineMan</Train>
		<Train row ='0' page ='0' column ='1'>CoureurCree</Train>
		<Train row ='0' page ='0' column ='0'>NatHuronMantlet</Train>
		<Train row ='0' page ='0' column ='0'>NatLightningWarrior</Train>
		<Train row ='0' page ='0' column ='0'>NatCheyenneRider</Train>
		<Train row ='0' page ='0' column ='0'>NatKlamathRifleman</Train>
		<Train row ='0' page ='0' column ='0'>NatMapucheClubman</Train>
		<Train row ='0' page ='0' column ='0'>NatNavajoRifleman</Train>
		<Train row ='0' page ='0' column ='0'>NatApacheCavalry</Train>
		<Train row ='0' page ='0' column ='0'>ypNatWarElephant</Train>
		<Train row ='0' page ='0' column ='0'>ypNatTigerClaw</Train>
		<Train row ='0' page ='0' column ='0'>ypNatRattanShield</Train>
		<Train row ='0' page ='0' column ='0'>ypNatConquistador</Train>
		<Train row ='0' page ='0' column ='0'>ypNatChakram</Train>
		<Train row ='0' page ='0' column ='0'>ypNatSohei</Train>
		<Tech row ='0' page ='1' column ='1'>ChampionNavajo</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionKlamath</Tech>
		<Tech row ='0' page ='2' column ='1'>NatIroquoisLeague</Tech>
		<Tech row ='0' page ='2' column ='1'>NatGarifunaDrums</Tech>
		<Tech row ='0' page ='2' column ='1'>NatChasquisMessengers</Tech>
		<Tech row ='0' page ='2' column ='1'>NatBarkClothing</Tech>
		<Tech row ='0' page ='2' column ='1'>NatHorseBreeding</Tech>
		<Tech row ='0' page ='2' column ='1'>NatBasketweaving</Tech>
		<Tech row ='0' page ='2' column ='1'>NatKinship</Tech>
		<Tech row ='0' page ='2' column ='1'>NatLacrosse</Tech>
		<Tech row ='0' page ='2' column ='1'>NatGuerillaWars</Tech>
		<Tech row ='0' page ='2' column ='1'>NatMustangs</Tech>
		<Tech row ='0' page ='2' column ='1'>NatChinampa</Tech>
		<Tech row ='0' page ='2' column ='1'>NatCottonArmor</Tech>
		<Tech row ='0' page ='2' column ='1'>NatWarDance</Tech>
		<Tech row ='0' page ='2' column ='1'>NatTextileCraftsmanship</Tech>
		<Tech row ='0' page ='2' column ='1'>NatRoadbuilding</Tech>
		<Tech row ='0' page ='2' column ='1'>NatHuntingGrounds</Tech>
		<Tech row ='0' page ='2' column ='1'>NatPoisonArrowFrogs</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionAztecs</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCaribs</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionInca</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionMaya</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCherokee</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCree</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyCheyenne</Tech>
		<Tech row ='0' page ='2' column ='1'>NatKasiriBeer</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionTupi</Tech>
		<Tech row ='0' page ='2' column ='1'>NatAztecInitiation</Tech>
		<Tech row ='0' page ='2' column ='1'>NatHorseTrading</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatBhaktiVegetarianism</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatBhaktiYoga</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatDisciplinedUdasi</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPApacheCactus</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPHuronSunCeremony</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPHuronTradeMonopoly</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPKlamathHuckleberryFeast</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPMapucheAdMapu</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPMapucheTactics</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPNavajoCraftsmanship</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPZapotecCloudPeople</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPZapotecCultOfTheDead</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPApacheEndurance</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPMapucheTreatyOfQuillin</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPNavajoShepherds</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionCheyenne</Tech>
		<Tech row ='0' page ='2' column ='1'>NatBowyery</Tech>
		<Tech row ='0' page ='2' column ='1'>NatMorningWars</Tech>
		<Tech row ='0' page ='2' column ='1'>NatTanning</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionLakota</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyNavajo</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyZapotec</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionMapuche</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionZapotec</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPKlamathStrategy</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPNavajoWeaving</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionApache</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionHuron</Tech>
		<Tech row ='0' page ='2' column ='1'>NatAnimalLore</Tech>
		<Tech row ='0' page ='2' column ='1'>NatMetalworking</Tech>
		<Tech row ='0' page ='2' column ='1'>NatPotlatch</Tech>
		<Tech row ='0' page ='2' column ='1'>NatCalendar</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionComanche</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionIroquois</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionSeminoles</Tech>
		<Tech row ='0' page ='1' column ='0'>TradeRouteUpgrade1</Tech>
		<Tech row ='0' page ='2' column ='1'>NatChocolateRecipes</Tech>
		<Tech row ='0' page ='1' column ='1'>NatCeremonialFeast</Tech>
		<Tech row ='0' page ='2' column ='1'>NatTradeLanguage</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyComanche</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyInca</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietySeminoles</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPApacheRaiding</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPCheyenneFury</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPCheyenneHorseTrading</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPCheyenneHuntingGrounds</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPHuronFishWedding</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyApache</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyKlamath</Tech>
		<Tech row ='0' page ='1' column ='0'>TradeRouteUpgrade2</Tech>
		<Tech row ='0' page ='2' column ='1'>NatForestBurning</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPKlamathWorkEthos</Tech>
		<Tech row ='0' page ='2' column ='1'>NatXPZapotecFoodOfTheGods</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyHuron</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyMapuche</Tech>
		<Tech row ='0' page ='1' column ='0'>ypTradeRouteUpgradeIndia1</Tech>
		<Tech row ='0' page ='2' column ='1'>NatGarlandWars</Tech>
		<Tech row ='0' page ='2' column ='1'>NatSequoyahSyllabary</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyLakota</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyMaya</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyNootka</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyTupi</Tech>
		<Tech row ='0' page ='2' column ='1'>NatDogSoldier</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyAztecs</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyCaribs</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyCherokee</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyCree</Tech>
		<Tech row ='0' page ='1' column ='1'>WarriorSocietyIroquois</Tech>
		<Tech row ='0' page ='2' column ='1'>NatLoyalClubman</Tech>
		<Tech row ='0' page ='2' column ='1'>NatBlowgunnerAmbush</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatZenMeritocracy</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatZenMeditation</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatUdasiGurus</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatSufiSharia</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatShaolinDimMak</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatShaolinClenchedFist</Tech>
		<Tech row ='0' page ='2' column ='2'>YPNatJesuitSmokelessPowder</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatJesuitFlyingButtress</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatDisciplinedBhakti</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatDisciplinedSufi</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatDisciplinedZen</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatHonoredBhakti</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatHonoredUdasi</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatBhaktiReinforcedGuantlets</Tech>
		<Tech row ='0' page ='1' column ='0'>ypTradeRouteUpgrade1</Tech>
		<Tech row ='0' page ='1' column ='0'>ypTradeRouteUpgrade2</Tech>
		<Tech row ='0' page ='1' column ='1'>ChampionNootka</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatZenMasterLessons</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatSufiPilgramage</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatSufiFasting</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatShaolinWoodClearing</Tech>
		<Tech row ='0' page ='2' column ='3'>YPNatJesuitSchools</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatDisciplinedJesuit</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatDisciplinedShaolin</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatHonoredShaolin</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatHonoredSufi</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatUdasiNewYear</Tech>
		<Tech row ='0' page ='2' column ='1'>YPNatUdasiArmyOfThePure</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatHonoredJesuit</Tech>
		<Tech row ='0' page ='1' column ='1'>ypNatHonoredZen</Tech>
		<Tech row ='0' page ='1' column ='1'>ypTradeRouteUpgradeIndia2</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>SnapPlacement</Flag>
		<Flag>CreateUniqueInstance</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>SetGatherPointEconomy</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='1' column ='0'>FourOfAKind</Command>
		<Tactics>tradingpost.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>25</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>8</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1451' name ='YPCoveredWagonJapan'>
		<DBID>2125</DBID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\chinese_town_center_wagon_icon_64</Icon>
		<MinimapIcon>ui\minimap\s</MinimapIcon>
		<PortraitIcon>units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait</PortraitIcon>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>TCBuildLimit</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TownCenter'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1452' name ='YPCoveredWagonIndians'>
		<DBID>2126</DBID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\indian_town_center_wagon_icon_64</Icon>
		<MinimapIcon>ui\minimap\s</MinimapIcon>
		<PortraitIcon>units\asians\shared\wagon\indian_town_center_wagon_icon_portrait</PortraitIcon>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train row ='0' page ='6' column ='0'>TownCenter</Train>
		<Train row ='0' page ='6' column ='0'>1SPCLizzie</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>TCBuildLimit</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TownCenter'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1453' name ='YPCastleWagonJapan'>
		<DBID>2127</DBID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\asians\shared\wagon\castle_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\chinese_castle_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\chinese_castle_wagon_icon_portrait</PortraitIcon>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train row ='0' page ='6' column ='0'>ypCastle</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypCastle'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1454' name ='ypRickshawIndian'>
		<DBID>2128</DBID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.49</ObstructionRadiusZ>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\shared\rickshaw\rickshaw.xml</AnimFile>
		<Icon>units\asians\shared\rickshaw\indian_rickshaw_icon</Icon>
		<PortraitIcon>units\asians\shared\rickshaw\rickshaw1_icon_portrait</PortraitIcon>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>15</LOS>
		<TrainPoints>30</TrainPoints>
		<MinimapColor red ='0' blue ='0' green ='0'></MinimapColor>
		<Armor type ='Ranged' value ='0.9000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='1455' name ='ypPropsBlossomFall'>
		<DBID>2129</DBID>
		<DisplayNameID>70259</DisplayNameID>
		<EditorNameID>70260</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\japanese_cinematic_blossoms.xml</AnimFile>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1456' name ='ypNativeScout'>
		<DBID>2132</DBID>
		<DisplayNameID>70278</DisplayNameID>
		<EditorNameID>70279</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aymara_scout.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\miskatonic_scout_icon_64x64</Icon>
		<PortraitIcon>units\natives\miskatonic_scout_portrait</PortraitIcon>
		<RolloverTextID>70277</RolloverTextID>
		<ShortRolloverTextID>70276</ShortRolloverTextID>
		<InitialHitpoints>120</InitialHitpoints>
		<MaxHitpoints>120</MaxHitpoints>
		<LOS>22</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20</TrainPoints>
		<Bounty>14</Bounty>
		<Cost resourcetype ='Wood'>90</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>nativescout.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>3</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1457' name ='ypSPCEnemyDaimyoOtano'>
		<DBID>2133</DBID>
		<DisplayNameID>70288</DisplayNameID>
		<EditorNameID>70289</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\spc\enemy_daimyo\spc_enemy_daimyo_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\shogun\regecide_shogun_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\shogun\regecide_shogun_icon_portrait</PortraitIcon>
		<RolloverTextID>70287</RolloverTextID>
		<ShortRolloverTextID>70286</ShortRolloverTextID>
		<InitialHitpoints>1100</InitialHitpoints>
		<MaxHitpoints>1100</MaxHitpoints>
		<LOS>24</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40</Bounty>
		<AllowedAge>0</AllowedAge>
		<Cost resourcetype ='Gold'>100</Cost>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Food'>100</Cost>
    <TrainPoints>0</TrainPoints>
		<Armor type ='Hand' value ='0.4000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>90</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1458' name ='YPSacredFieldWagon'>
		<DBID>2135</DBID>
		<DisplayNameID>70302</DisplayNameID>
		<EditorNameID>70303</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\shared\wagon\indian_town_center_wagon_icon_64</Icon>
		<PortraitIcon>units\asians\shared\wagon\indian_town_center_wagon_icon_portrait</PortraitIcon>
		<RolloverTextID>70301</RolloverTextID>
		<ShortRolloverTextID>70300</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Train row ='0' page ='6' column ='0'>ypSacredField</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>TCBuildLimit</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='ypSacredField'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1459' name ='ypNuggetMongolScout'>
		<DBID>2136</DBID>
		<DisplayNameID>70424</DisplayNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\mongol_scout\nugget_mongol_scout.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<RolloverTextID>70423</RolloverTextID>
		<ShortRolloverTextID>70422</ShortRolloverTextID>
		<LOS>9</LOS>
		<BuildingWorkRate>1</BuildingWorkRate>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractNuggetLand</UnitType>
		<UnitType>AbstractNugget</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NotPlayerPlaceable</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id ='1460' name ='ypSacredCow'>
		<DBID>2137</DBID>
		<DisplayNameID>70439</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3</IdleTimeout>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\cow\cow.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\cow\cow_icon_64x64</Icon>
		<PortraitIcon>units\animals\cow\cow_portrait</PortraitIcon>
		<RolloverTextID>70438</RolloverTextID>
		<ShortRolloverTextID>70437</ShortRolloverTextID>
		<InitialHitpoints>20</InitialHitpoints>
		<MaxHitpoints>20</MaxHitpoints>
		<LOS>9</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0</Bounty>
		<Cost resourcetype ='Food'>80</Cost>
		<CarryCapacity resourcetype ='Food'>500</CarryCapacity>
		<InitialResource resourcetype ='Food'>50</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0' duration ='0'></Decay>
		<MinimapColor red ='1.0000' blue ='1.0000' green ='1.0000'></MinimapColor>
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Doppled</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>0.25</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type ='XP'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='LivestockPen'>1</Rate>
			<Rate type ='Farm'>1</Rate>
			<Rate type ='ypVillage'>1</Rate>
			<Rate type ='YPLivestockPenAsian'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type ='ypSacredField'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type ='AbstractShrine'>0.140000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1461' name ='ypSettlerIceCream'>
		<DBID>2138</DBID>
		<DisplayNameID>70460</DisplayNameID>
		<EditorNameID>70461</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\villagers\ice_cream_villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\asians\shared\villager\peasant_icon</Icon>
		<PortraitIcon>units\asians\shared\villager\peasant_icon_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70459</RolloverTextID>
		<ShortRolloverTextID>70458</ShortRolloverTextID>
		<InitialHitpoints>150</InitialHitpoints>
		<MaxHitpoints>150</MaxHitpoints>
		<LOS>14</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha5</Train>
		<Train row ='0' page ='6' column ='0'>House</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='0'>Manor</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>FirePit</Train>
		<Train row ='0' page ='6' column ='0'>HouseEast</Train>
		<Train row ='0' page ='6' column ='0'>HouseMed</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Farm</Train>
		<Train row ='0' page ='6' column ='3'>Mill</Train>
		<Train row ='0' page ='6' column ='4'>LivestockPen</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='5'>Dock</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0' page ='6' column ='13'>ArtilleryDepot</Train>
		<Train row ='0'>Outpost</Train>
		<Train row ='0' page ='6' column ='4'>ypSacredField</Train>
		<Train row ='0' page ='6' column ='0'>ypHouseIndian</Train>
		<Train row ='0' page ='6' column ='12'>ypStableJapanese</Train>
		<Train row ='0' page ='6' column ='11'>ypBarracksJapanese</Train>
		<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
		<Train row ='0' page ='6' column ='0'>ypVillage</Train>
		<Train row ='0' page ='6' column ='10'>ypMonastery</Train>
		<Train row ='0' page ='6' column ='11'>YPBarracksIndian</Train>
		<Train row ='0' page ='6' column ='5'>YPDockAsian</Train>
		<Train row ='0' page ='6' column ='0'>ypShrineJapanese</Train>
		<Train row ='0' page ='6' column ='4'>YPLivestockPenAsian</Train>
		<Train row ='0' page ='6' column ='6'>ypCastle</Train>
		<Train row ='0' page ='6' column ='14'>ypConsulate</Train>
		<Train row ='0' page ='6' column ='3'>ypRicePaddy</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata2</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Train row ='0' page ='6' column ='2'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='4'>TradingPost</Train>
		<Train row ='0' page ='1' column ='3'>TownCenter</Train>
		<Train row ='0' page ='1' column ='3'>TownCenter</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Train row ='0' page ='6' column ='11'>ypWarAcademy</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Huntable'>4</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>1</Rate>
			<Rate type ='Manor'>1</Rate>
			<Rate type ='FirePit'>1</Rate>
			<Rate type ='House'>1</Rate>
			<Rate type ='ypMonastery'>1</Rate>
			<Rate type ='AbstractWonder'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>8</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='ypRicePaddy' resource ='Gold'>0.340000</Rate>
			<Rate type ='ypBerryBuilding'>0.670000</Rate>
			<Rate type ='ypGroveBuilding'>0.5</Rate>
			<Rate type ='Tree'>0.5</Rate>
			<Rate type ='Farm'>0.5</Rate>
			<Rate type ='Plantation'>0.5</Rate>
			<Rate type ='Herdable'>2</Rate>
			<Rate type ='Huntable'>0.840000</Rate>
			<Rate type ='AbstractMine'>0.600000</Rate>
			<Rate type ='BerryBush'>0.670000</Rate>
			<Rate type ='FirePit'>0.1</Rate>
			<Rate type ='Mill'>0.670000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>0.5</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>1</Rate>
			<Rate type ='Huntable'>1</Rate>
			<Rate type ='Tree'>1</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1462' name ='ypBlockhouseWagon'>
		<DBID>2141</DBID>
		<DisplayNameID>70486</DisplayNameID>
		<EditorNameID>70487</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_outpost.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\outpost_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\outpost_wagon_portrait</PortraitIcon>
		<RolloverTextID>70485</RolloverTextID>
		<ShortRolloverTextID>70484</ShortRolloverTextID>
		<InitialHitpoints>250</InitialHitpoints>
		<MaxHitpoints>250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60</TrainPoints>
		<Bounty>60</Bounty>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.2000'></Armor>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Train row ='0' page ='6' column ='0'>Blockhouse</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='WarHut'>2</Rate>
			<Rate type ='Blockhouse'>2</Rate>
			<Rate type ='Outpost'>2</Rate>
			<Rate type ='YPOutpostAsian'>2</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1463' name ='1SPCLizzie'>
		<DBID>707</DBID>
		<DisplayNameID>32458</DisplayNameID>
		<EditorNameID>32459</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>50</MaxVelocity>
		<MaxRunVelocity>70</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\spc\elizabeth_ramsey\spc_elizabeth_ramsey.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\elizabeth_ramsey\elizabeth_ramsey_icon_64x64</Icon>
		<PortraitIcon>units\spc\elizabeth_ramsey\elizabeth_ramsey_igc_icon</PortraitIcon>
		<RolloverTextID>32457</RolloverTextID>
		<ShortRolloverTextID>32456</ShortRolloverTextID>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>
		<LOS>2048</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<AutoAttackRange>0</AutoAttackRange>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Train row ='0' page ='6' column ='0'>1Factory</Train>
		<Train row ='0' page ='6' column ='1'>1SettlerNative</Train>
		<Train row ='0' page ='6' column ='2'>1xpAdvancedBalloon</Train>
		<Train row ='0' page ='6' column ='3'>2xpAdvancedBalloon</Train>
		<Train row ='0' page ='6' column ='4'>2SettlerNative</Train>
		<Train row ='0' page ='6' column ='5'>1SPCXPWaterfall</Train>
		<Train row ='0' page ='6' column ='6'>1NuggetCave</Train>
		<Train row ='0' page ='6' column ='7'>2SPCXPWaterfall</Train>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11'>Abilities</Command>
		<Tactics>1lizzie.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>100</Rate>
			<Rate type ='Manor'>100</Rate>
			<Rate type ='House'>100</Rate>
			<Rate type ='Church'>100</Rate>
			<Rate type ='TradingPost'>100</Rate>
			<Rate type ='Outpost'>100</Rate>
		  <Rate type ='TownCenter'>100</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>0.1</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.1</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>5000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1024</MaxRange>
			<ROF>0.1</ROF>
			<DamageArea>12</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1464' name ='1Factory'>
		<DBID>129</DBID>
		<DisplayNameID>23986</DisplayNameID>
		<ObstructionRadiusX>4</ObstructionRadiusX>
		<ObstructionRadiusZ>4</ObstructionRadiusZ>
		<MaxVelocity>5</MaxVelocity>
		<PopulationCapAddition>255</PopulationCapAddition>
		<MovementType>land</MovementType>
		<AnimFile>terrain\great_plains\geyser.xml</AnimFile>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\factory\shared_factory_icon</Icon>
		<PortraitIcon>buildings\factory\shared_factory_portrait</PortraitIcon>
		<RolloverTextID>23985</RolloverTextID>
		<ShortRolloverTextID>25634</ShortRolloverTextID>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>
		<LOS>12</LOS>
		<BuildingWorkRate>100</BuildingWorkRate>
		<MaxContained>10000</MaxContained>
		<UnitType>NatureClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Contain>all</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='9' column ='0'>Tactic11</Command>
		<Command page ='9' column ='1'>Tactic12</Command>
		<Command page ='9' column ='2'>Tactic10</Command>
		<Command page ='9' column ='3'>Tactic13</Command>
		<Tactics>1factory.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type ='Gold'>10000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type ='Food'>10000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>10000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Rate type ='Wood'>10000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1465' name ='1SettlerNative'>
		<DBID>1103</DBID>
		<DisplayNameID>43687</DisplayNameID>
		<EditorNameID>43688</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<PopulationCapAddition>255</PopulationCapAddition>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>80</MaxVelocity>
		<MaxRunVelocity>120</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\villagers\villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\native_villager_icon</Icon>
		<PortraitIcon>ui\units\native_villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>43686</RolloverTextID>
		<ShortRolloverTextID>43685</ShortRolloverTextID>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Unattackable</UnitType>
		<Train row ='0' page ='0' column ='0'>TradingPost</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
		<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='6' column ='8'>WallConnector</Train>
		<Train row ='0' page ='0' column ='1'>TownCenter</Train>
		<Train row ='0' page ='0' column ='2'>Market</Train>
		<Train row ='0' page ='0' column ='3'>Farm</Train>
		<Train row ='0' page ='0' column ='4'>Mill</Train>
		<Train row ='0' page ='0' column ='5'>Dock</Train>
		<Train row ='0' page ='0' column ='6'>Church</Train>
		<Train row ='0' page ='0' column ='7'>ypCastle</Train>
		<Train row ='0' page ='0' column ='8'>Arsenal</Train>
		<Train row ='0' page ='0' column ='9'>Plantation</Train>
		<Train row ='0' page ='0' column ='10'>Saloon</Train>
		<Train row ='0' page ='0' column ='11'>Capitol</Train>
		<Train row ='0' page ='0' column ='13'>ypWarAcademy</Train>
		<Train row ='0' page ='0' column ='14'>ypTradeMarketAsian</Train>
		<Train row ='0' page ='0' column ='15'>ypRicePaddy</Train>
		<Train row ='0' page ='0' column ='16'>YPDockAsian</Train>
		<Train row ='0' page ='0' column ='17'>ypConsulate</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGiantBuddha5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJShogunate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToriiGates5</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine2</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine3</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine4</Train>
		<Train row ='0' page ='255' column ='0'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIAgraFort5</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate2</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate3</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate4</Train>
		<Train row ='0' page ='255' column ='0'>ypWICharminarGate5</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata2</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata3</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata4</Train>
		<Train row ='0' page ='255' column ='0'>ypWIKarniMata5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITajMahal5</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory3</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory2</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory4</Train>
		<Train row ='0' page ='255' column ='0'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda2</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda3</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda4</Train>
		<Train row ='0' page ='255' column ='0'>ypWCWhitePagoda5</Train>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianKarniMata5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianTajMahal2</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianCharminar5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderIndianAgra5</Tech>
		<Tech row ='0' page ='1' column ='0'>YPWonderChinesePorcelainTower4</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NoHPBar</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>500</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>100</Rate>
			<Rate type ='Manor'>100</Rate>
			<Rate type ='FirePit'>100</Rate>
			<Rate type ='House'>100</Rate>
			<Rate type ='Church'>100</Rate>
			<Rate type ='AbstractWonder'>100</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>10000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>10000</Rate>
			<Rate type ='Farm'>10000</Rate>
			<Rate type ='Plantation'>10000</Rate>
			<Rate type ='Herdable'>10000</Rate>
			<Rate type ='Huntable'>10000</Rate>
			<Rate type ='AbstractMine'>10000</Rate>
			<Rate type ='BerryBush'>10000</Rate>
			<Rate type ='FirePit'>1</Rate>
			<Rate type ='Mill'>10000</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>10000</Rate>
			<Rate type ='AbstractTradeMarket'>10000</Rate>
			<Rate type ='ypBerryBuilding'>10000</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>10000</Rate>
			<Rate type ='ypGroveBuilding'>10000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>10000</Rate>
			<Rate type ='Huntable'>10000</Rate>
			<Rate type ='Tree'>10000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1466' name ='1xpAdvancedBalloon'>
		<DBID>1265</DBID>
		<DisplayNameID>46799</DisplayNameID>
		<ObstructionRadiusX>0.1</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1</ObstructionRadiusZ>
		<MaxVelocity>200</MaxVelocity>
		<MaxRunVelocity>350</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\balloons\advanced_balloon.xml</AnimFile>
		<Icon>units\balloons\hot_air_balloon</Icon>
		<PortraitIcon>units\balloons\hot_air_balloon_portrait</PortraitIcon>
		<RolloverTextID>46798</RolloverTextID>
		<ShortRolloverTextID>46797</ShortRolloverTextID>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>
		<LOS>32</LOS>
		<AllowedAge>0</AllowedAge>
		<TrainPoints>0</TrainPoints>
		<MaxContained>10000</MaxContained>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train row ='0' page ='0' column ='0'>SettlerWagon</Train>
		<Train row ='0' page ='0' column ='1'>ypMonkDisciple</Train>
		<Train row ='0' page ='0' column ='2'>ypEggHotDogCart</Train>
		<Train row ='0' page ='0' column ='3'>ypEggIceCreamTruck</Train>
		<Train row ='0' page ='0' column ='4'>1ypFlyingCrow</Train>
		<Train row ='0' page ='0' column ='5'>1ypMahoutMansabdar</Train>
		<Train row ='0' page ='0' column ='6'>1ypMercFlailiphantMansabdar</Train>
		<Train row ='0' page ='0' column ='7'>1ypHowdahMansabdar</Train>
		<Train row ='0' page ='0' column ='8'>1ypSiegeElephantMansabdar</Train>
		<Train row ='0' page ='0' column ='9'>1ypMonkChinese</Train>
		<Train row ='0' page ='0' column ='10'>1ypShogunTokugawa</Train>
		<Train row ='0' page ='0' column ='11'>ypGreatWhiteShark</Train>
		<Train row ='0' page ='0' column ='12'>ypPetLion</Train>
		<Train row ='0' page ='0' column ='13'>ypOrca</Train>
		<Train row ='0' page ='0' column ='14'>YPPetPanda</Train>
		<Train row ='0' page ='0' column ='15'>ypPetKomodoDragon</Train>
		<Train row ='0' page ='0' column ='16'>YPPetRhino</Train>
		<Train row ='0' page ='0' column ='17'>YPPetTiger</Train>
		<Flag>FlyingUnit</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Contain>all</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1467' name ='2xpAdvancedBalloon'>
		<DBID>518</DBID>
		<DisplayNameID>29591</DisplayNameID>
		<ObstructionRadiusX>0.1</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1</ObstructionRadiusZ>
		<MaxVelocity>200</MaxVelocity>
		<MaxRunVelocity>350</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\balloons\balloon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\balloons\hot_air_balloon</Icon>
		<PortraitIcon>units\balloons\hot_air_balloon_portrait</PortraitIcon>
		<RolloverTextID>29590</RolloverTextID>
		<ShortRolloverTextID>29592</ShortRolloverTextID>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>
		<LOS>32</LOS>
		<AllowedAge>0</AllowedAge>
		<TrainPoints>0</TrainPoints>
		<MaxContained>10000</MaxContained>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train row ='0' page ='0' column ='0'>MercBarbaryCorsair</Train>
		<Train row ='0' page ='0' column ='1'>MercBlackRider</Train>
		<Train row ='0' page ='0' column ='2'>MercElmeti</Train>
		<Train row ='0' page ='0' column ='3'>MercFusilier</Train>
		<Train row ='0' page ='0' column ='4'>MercGreatCannon</Train>
		<Train row ='0' page ='0' column ='5'>MercHackapell</Train>
		<Train row ='0' page ='0' column ='6'>MercHighlander</Train>
		<Train row ='0' page ='0' column ='7'>MercJaeger</Train>
		<Train row ='0' page ='0' column ='8'>MercLandsknecht</Train>
		<Train row ='0' page ='0' column ='9'>MercMameluke</Train>
		<Train row ='0' page ='0' column ='10'>MercManchu</Train>
		<Train row ='0' page ='0' column ='11'>MercNinja</Train>
		<Train row ='0' page ='0' column ='12'>MercRonin</Train>
		<Train row ='0' page ='0' column ='13'>MercStradiot</Train>
		<Train row ='0' page ='0' column ='14'>MercSwissPikeman</Train>
		<Train row ='0' page ='0' column ='15'>ypMercIronTroop</Train>
		<Train row ='0' page ='0' column ='16'>ypMercArsonist</Train>
		<Train row ='0' page ='0' column ='17'>ypMercJatLancer</Train>
		<Flag>FlyingUnit</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoHPBar</Flag>
		<Contain>all</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1468' name ='1ypFlyingCrow'>
		<DBID>1344</DBID>
		<DisplayNameID>60196</DisplayNameID>
		<EditorNameID>60197</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.99</ObstructionRadiusX>
		<ObstructionRadiusZ>0.99</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>10</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>6</TurnRate>
		<AnimFile>units\asians\chinese\flying_crow\flying_crow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\chinese\flying_crow\flying_crow_icon_64</Icon>
		<PortraitIcon>units\asians\chinese\flying_crow\flying_crow_icon_portrait</PortraitIcon>
		<RolloverTextID>60195</RolloverTextID>
		<ShortRolloverTextID>60194</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>ypCrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>70</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>1000</Cost>
		<Armor type ='Ranged' value ='0.25'></Armor>
		<AllowedAge>0</AllowedAge>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>1flyingcrow.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>285</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>26</MaxRange>
			<ROF>4.5</ROF>
			<DamageCap>570</DamageCap>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1469' name ='1ypMahoutMansabdar'>
		<DBID>1877</DBID>
		<DisplayNameID>65943</DisplayNameID>
		<EditorNameID>65944</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.99</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.5</MaxVelocity>
		<MaxRunVelocity>8.5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\mahout\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\mansabdar\mahout_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\mahout_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65942</RolloverTextID>
		<ShortRolloverTextID>65941</ShortRolloverTextID>
		<InitialHitpoints>3668</InitialHitpoints>
		<MaxHitpoints>3668</MaxHitpoints>
		<LOS>24</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>130</Bounty>
		<BuildBounty>130</BuildBounty>
		<Cost resourcetype ='Food'>1200</Cost>
		<Cost resourcetype ='Wood'>1500</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>AbstractMahout</UnitType>
		<UnitType>AbstractHandElephant</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>1mansabdarmahout.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>250</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>325</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='MercType2'>3</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractCavalryInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>1.5</DamageBonus>
			<Damage>70</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>140</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>10</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>70</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>140</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='MercType2'>3</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractCavalryInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>1.5</DamageBonus>
			<Damage>70</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>140</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>10</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='MercType2'>3</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractCavalryInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>1.5</DamageBonus>
			<Damage>70</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>280</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>10</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1470' name ='1ypMercFlailiphantMansabdar'>
		<DBID>1879</DBID>
		<DisplayNameID>65951</DisplayNameID>
		<EditorNameID>65952</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.99</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\mercenaries\flail_elephant\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\mansabdar\flail_elephant_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\flail_elephant_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65950</RolloverTextID>
		<ShortRolloverTextID>65949</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>20</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Food'>300</Cost>
		<Cost resourcetype ='Gold'>600</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.7'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>AbstractMercFlailiphant</UnitType>
		<UnitType>AbstractHandElephant</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>1mansabdarflailiphant.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>350</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>325</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>70</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type ='AbstractInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>70</DamageCap>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractArtillery'>4</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1471' name ='1ypHowdahMansabdar'>
		<DBID>1876</DBID>
		<DisplayNameID>65939</DisplayNameID>
		<EditorNameID>65940</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.99</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\indians\howdah\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\mansabdar\howdah_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\howdah_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65938</RolloverTextID>
		<ShortRolloverTextID>65937</ShortRolloverTextID>
		<InitialHitpoints>2668</InitialHitpoints>
		<MaxHitpoints>2668</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>120</Bounty>
		<BuildBounty>120</BuildBounty>
		<Cost resourcetype ='Food'>750</Cost>
		<Cost resourcetype ='Gold'>1050</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.2000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<UnitType>AbstractHowdah</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>1mansabdarhowdah.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>125</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>188</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>188</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>83</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>165</DamageCap>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>188</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1472' name ='1ypSiegeElephantMansabdar'>
		<DBID>1878</DBID>
		<DisplayNameID>65947</DisplayNameID>
		<EditorNameID>65948</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.99</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5</MaxVelocity>
		<MaxRunVelocity>6.5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>4.5</TurnRate>
		<AnimFile>units\asians\indians\siege_elephant\mansabdar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\indians\mansabdar\siege_elephant_mansabdar_icon_64</Icon>
		<PortraitIcon>units\asians\indians\mansabdar\siege_elephant_mansabdar_icon_portrait</PortraitIcon>
		<RolloverTextID>65946</RolloverTextID>
		<ShortRolloverTextID>65945</ShortRolloverTextID>
		<InitialHitpoints>2800</InitialHitpoints>
		<MaxHitpoints>2800</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>140</Bounty>
		<BuildBounty>140</BuildBounty>
		<Cost resourcetype ='Wood'>900</Cost>
		<Cost resourcetype ='Gold'>1200</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractMansabdar</UnitType>
		<UnitType>AbstractSiegeElephant</UnitType>
		<UnitType>AbstractElephant</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>1mansabdarsiegeelephant2.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type ='Wood'>0.1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>32</MaxRange>
			<ROF>6</ROF>
			<DamageCap>1200</DamageCap>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>10</DamageBonus>
			<DamageBonus type ='Ship'>8</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.75</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1473' name ='1ypMonkChinese'>
		<DBID>1345</DBID>
		<DisplayNameID>60200</DisplayNameID>
		<EditorNameID>60201</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8</MaxVelocity>
		<MaxRunVelocity>10</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\chinese\monk\monk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\asians\chinese\shaolin_disciple\shaolin_master_icon_64</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\asians\chinese\shaolin_disciple\shaolin_master_icon_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>60199</RolloverTextID>
		<ShortRolloverTextID>69907</ShortRolloverTextID>
		<InitialHitpoints>2250</InitialHitpoints>
		<MaxHitpoints>2250</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>ypShuriken</ProjectileProtoUnit>
		<AutoAttackRange>18</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>1000</Bounty>
		<BuildBounty>200</BuildBounty>
		<Cost resourcetype ='Food'>900</Cost>
		<Cost resourcetype ='Wood'>900</Cost>
		<Cost resourcetype ='Gold'>900</Cost>
		<Armor type ='Siege' value ='0.05'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractChineseMonk</UnitType>
		<UnitType>AbstractMonk</UnitType>
		<Train row ='0' page ='0' column ='0'>MediocreBombard</Train>
		<Train row ='0' page ='0' column ='1'>Learicorn</Train>
		<Train row ='0' page ='0' column ='2'>GeorgeCrushington</Train>
		<Train row ='0' page ='0' column ='3'>Lazerbear</Train>
		<Train row ='0' page ='0' column ='4'>ypSPCEnemyDaimyoOtano</Train>
		<Train row ='0' page ='0' column ='5'>ypSPCPravar</Train>
		<Train row ='0' page ='0' column ='6'>ypSPCEdwardsonEvil</Train>
		<Train row ='0' page ='0' column ='7'>ypSPCMototada</Train>
		<Train row ='0' page ='0' column ='8'>ypSPCChen</Train>
		<Train row ='0' page ='0' column ='9'>ypSPCHuang</Train>
		<Train row ='0' page ='0' column ='10'>ypSPCNanib</Train>
		<Train row ='0' page ='0' column ='11'>ypSPCJinhai</Train>
		<Train row ='0' page ='0' column ='12'>ypSPCKichiro</Train>
		<Train row ='0' page ='0' column ='13'>ypSPCTokugawa</Train>
		<Train row ='0' page ='0' column ='14'>SPCBeaumont</Train>
		<Train row ='0' page ='0' column ='15'>SPCLizzie</Train>
		<Train row ='0' page ='0' column ='16'>SPCMorgan</Train>
		<Train row ='0' page ='0' column ='17'>SPCWarwick</Train>
		<Tech row ='0' page ='11' column ='5'>ypMonkMakeDisciple</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>1ypchinesemonk.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='TradingPost'>3</Rate>
			<Rate type ='TownCenter'>1</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>75</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2</ROF>
			<DamageBonus type ='Building'>1</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1</ROF>
			<DamageBonus type ='AbstractVillager'>5</DamageBonus>
			<DamageBonus type ='Hero'>2.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>1.5</DamageBonus>
			<DamageBonus type ='MercType2'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>35</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1</ROF>
			<HitPercent>20</HitPercent>
			<DamageMultiplier>2</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
			<DamageBonus type ='AbstractVillager'>5</DamageBonus>
			<DamageBonus type ='Hero'>2.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>1.5</DamageBonus>
			<DamageBonus type ='MercType2'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type ='LogicalTypeHealed'>6</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RoundhouseAttack</Name>
			<Damage>850</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>1000</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractVillager'>5</DamageBonus>
			<DamageBonus type ='Hero'>2.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>1.5</DamageBonus>
			<DamageBonus type ='MercType2'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>150</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>2</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun2</Name>
			<Damage>150</Damage>
			<DamageType>Hand</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>6</MaxRange>
			<ROF>2</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1474' name ='1ypShogunTokugawa'>
		<DBID>1324</DBID>
		<DisplayNameID>60116</DisplayNameID>
		<EditorNameID>60117</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.79</ObstructionRadiusX>
		<ObstructionRadiusZ>0.79</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\asians\japanese\shogun\shogun_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\asians\japanese\shogun\shogun_icon_64</Icon>
		<PortraitIcon>units\asians\japanese\shogun\shogun_icon_portrait</PortraitIcon>
		<RolloverTextID>60115</RolloverTextID>
		<ShortRolloverTextID>60114</ShortRolloverTextID>
		<InitialHitpoints>3500</InitialHitpoints>
		<MaxHitpoints>3500</MaxHitpoints>
		<LOS>20</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>500</Bounty>
		<BuildBounty>100</BuildBounty>
		<BuildLimit>5</BuildLimit>
		<Cost resourcetype ='Gold'>2800</Cost>
		<Armor type ='Ranged' value ='0.3'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Train row ='0' page ='0' column ='0'>ypYamabushi</Train>
		<Train row ='0' page ='0' column ='1'>ypShinobiHorse</Train>
		<Train row ='0' page ='0' column ='1'>ypShinobiHorse</Train>
		<Train row ='0' page ='0' column ='3'>ypMorutaru</Train>
		<Train row ='0' page ='0' column ='2'>ypFlamingArrow</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='0' column ='10'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>1shogun.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>80</Damage>
			<DamageType>Siege</DamageType>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='YPDockAsian'>2</DamageBonus>
			<DamageBonus type ='Dock'>2</DamageBonus>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>240</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='Guardian'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>2</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>2</DamageBonus>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageBonus type ='Nature'>2</DamageBonus>
			<DamageBonus type ='MercType2'>2</DamageBonus>
			<DamageBonus type ='Janissary'>2</DamageBonus>
			<DamageBonus type ='Hero'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractCavalryInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='Huntable'>2</DamageBonus>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>240</Damage>
			<DamageType>Hand</DamageType>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='Guardian'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>2</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>2</DamageBonus>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageBonus type ='Nature'>2</DamageBonus>
			<DamageBonus type ='MercType2'>2</DamageBonus>
			<DamageBonus type ='Janissary'>2</DamageBonus>
			<DamageBonus type ='Hero'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractCavalryInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='Huntable'>2</DamageBonus>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>240</Damage>
			<DamageType>Hand</DamageType>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='Guardian'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>2</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>2</DamageBonus>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageBonus type ='Nature'>2</DamageBonus>
			<DamageBonus type ='MercType2'>2</DamageBonus>
			<DamageBonus type ='Janissary'>2</DamageBonus>
			<DamageBonus type ='Hero'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractCavalryInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='Huntable'>2</DamageBonus>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>180</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>360</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageType>Hand</DamageType>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='Guardian'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>2</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>2</DamageBonus>
			<DamageBonus type ='Ship'>2</DamageBonus>
			<DamageBonus type ='Nature'>2</DamageBonus>
			<DamageBonus type ='MercType2'>2</DamageBonus>
			<DamageBonus type ='Janissary'>2</DamageBonus>
			<DamageBonus type ='Hero'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractCavalryInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='Huntable'>2</DamageBonus>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1475' name ='2SettlerNative'>
		<DBID>1103</DBID>
		<DisplayNameID>43687</DisplayNameID>
		<EditorNameID>43688</EditorNameID>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<PopulationCapAddition>255</PopulationCapAddition>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>60</MaxVelocity>
		<MaxRunVelocity>100</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\villagers\villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\native_villager_icon</Icon>
		<PortraitIcon>ui\units\native_villager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>43686</RolloverTextID>
		<ShortRolloverTextID>43685</ShortRolloverTextID>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Wood'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Unattackable</UnitType>
		<Train row ='0' page ='0' column ='0'>ypWJGiantBuddha5</Train>
		<Train row ='0' page ='0' column ='1'>ypWJGoldenPavillion5</Train>
		<Train row ='0' page ='0' column ='2'>ypWJShogunate5</Train>
		<Train row ='0' page ='0' column ='3'>ypWJToriiGates5</Train>
		<Train row ='0' page ='0' column ='4'>ypWJToshoguShrine5</Train>
		<Train row ='0' page ='0' column ='5'>ypWIAgraFort5</Train>
		<Train row ='0' page ='0' column ='6'>ypWIKarniMata5</Train>
		<Train row ='0' page ='0' column ='7'>ypWITajMahal5</Train>
		<Train row ='0' page ='0' column ='8'>ypWITowerOfVictory5</Train>
		<Train row ='0' page ='0' column ='9'>ypWICharminarGate5</Train>
		<Train row ='0' page ='0' column ='10'>ypWCTempleOfHeaven5</Train>
		<Train row ='0' page ='0' column ='11'>ypWCConfucianAcademy5</Train>
		<Train row ='0' page ='0' column ='12'>ypWCSummerPalace5</Train>
		<Train row ='0' page ='0' column ='13'>ypWCWhitePagoda5</Train>
		<Train row ='0' page ='0' column ='14'>ypWCPorcelainTower5</Train>
		<Train row ='0' page ='0' column ='15'>SPCFixedGun</Train>
		<Train row ='0' page ='0' column ='16'>SPCFixedGunBase</Train>
		<Train row ='0' page ='0' column ='17'>1PropsHUGEPumpkin</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NoHPBar</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type ='Trade'>500</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>12</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type ='Building'>100</Rate>
			<Rate type ='Manor'>100</Rate>
			<Rate type ='FirePit'>100</Rate>
			<Rate type ='House'>100</Rate>
			<Rate type ='Church'>100</Rate>
			<Rate type ='AbstractWonder'>100</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type ='AbstractResourceCrate'>255</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='Tree'>255</Rate>
			<Rate type ='Farm'>255</Rate>
			<Rate type ='Plantation'>255</Rate>
			<Rate type ='Herdable'>255</Rate>
			<Rate type ='Huntable'>255</Rate>
			<Rate type ='AbstractMine'>255</Rate>
			<Rate type ='BerryBush'>255</Rate>
			<Rate type ='FirePit'>255</Rate>
			<Rate type ='Mill'>255</Rate>
			<Rate type ='ypRicePaddy' resource ='Food'>255</Rate>
			<Rate type ='AbstractTradeMarket'>255</Rate>
			<Rate type ='ypBerryBuilding'>255</Rate>
			<Rate type ='ypRicePaddy' resource ='Gold'>255</Rate>
			<Rate type ='ypGroveBuilding'>255</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type ='Herdable'>255</Rate>
			<Rate type ='Huntable'>255</Rate>
			<Rate type ='Tree'>255</Rate>
		</ProtoAction>
	</Unit>
	<Unit id ='1476' name ='1NuggetCave'>
		<DBID>512</DBID>
		<DisplayNameID>29379</DisplayNameID>
		<ObstructionRadiusX>0.1</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1</ObstructionRadiusZ>
		<MaxVelocity>200</MaxVelocity>
		<MaxRunVelocity>350</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<LOS>30</LOS>
		<TrainPoints>0</TrainPoints>		
		<AnimFile>units\trade\trade_stagecoach.xml</AnimFile>
		<Icon>units\trade\stagecoach_icon_64x64</Icon>
		<PortraitIcon>units\trade\stagecoach_portrait</PortraitIcon>
		<RolloverTextID>29378</RolloverTextID>
		<ShortRolloverTextID>29377</ShortRolloverTextID>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>		
		<MaxContained>10000</MaxContained>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train row ='0' page ='0' column ='0'>1xpCoupRider</Train>
		<Train row ='0' page ='0' column ='1'>1xpWarRifle</Train>
		<Train row ='0' page ='0' column ='2'>1xpRifleRider</Train>
		<Train row ='0' page ='0' column ='3'>1xpPumaMan</Train>
		<Train row ='0' page ='0' column ='4'>1xpMusketWarrior</Train>
		<Train row ='0' page ='0' column ='5'>1xpJaguarKnight</Train>
		<Train row ='0' page ='0' column ='6'>1xpWarClub</Train>
		<Train row ='0' page ='0' column ='7'>1xpTomahawk</Train>
		<Train row ='0' page ='0' column ='8'>1xpMusketRider</Train>
		<Train row ='0' page ='0' column ='9'>1xpMantlet</Train>
		<Train row ='0' page ='0' column ='10'>1xpEagleKnight</Train>
		<Train row ='0' page ='0' column ='11'>1xpBowRider</Train>
		<Train row ='0' page ='0' column ='12'>1xpWarBow</Train>
		<Train row ='0' page ='0' column ='13'>1xpHorseman</Train>
		<Train row ='0' page ='0' column ='14'>1xpCoyoteMan</Train>
		<Train row ='0' page ='0' column ='15'>1xpAxeRider</Train>
		<Train row ='0' page ='0' column ='16'>1xpArrowKnight</Train>
		<Train row ='0' page ='0' column ='17'>1xpAenna</Train>
		<Flag>FlyingUnit</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>Invulnerable</Flag>
		<Contain>all</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id ='1477' name ='1SPCXPWaterfall'>
		<DBID>288</DBID>
		<DisplayNameID>26098</DisplayNameID>
		<ObstructionRadiusX>0.1</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1</ObstructionRadiusZ>
		<MaxVelocity>200</MaxVelocity>
		<MaxRunVelocity>350</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\animals\macaw\macaw.xml</AnimFile>
		<Icon>units\animals\macaw\macaw_icon_64x64</Icon>
		<PortraitIcon>units\animals\macaw\macaw_portrait</PortraitIcon>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>
		<LOS>30</LOS>
		<TrainPoints>0</TrainPoints>		
		<MaxContained>10000</MaxContained>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train row ='0' page ='0' column ='0'>ypWildElephant</Train>
		<Train row ='0' page ='0' column ='1'>ypMuskDeer</Train>
		<Train row ='0' page ='0' column ='2'>ypGiantSalamander</Train>
		<Train row ='0' page ='0' column ='3'>Rhea</Train>
		<Train row ='0' page ='0' column ='4'>Reindeer</Train>
		<Train row ='0' page ='0' column ='5'>Moose</Train>
		<Train row ='0' page ='0' column ='6'>Caribou</Train>
		<Train row ='0' page ='0' column ='7'>Pronghorn</Train>
		<Train row ='0' page ='0' column ='8'>Bison</Train>
		<Train row ='0' page ='0' column ='9'>ypSaiga</Train>
		<Train row ='0' page ='0' column ='10'>ypNilgai</Train>
		<Train row ='0' page ='0' column ='11'>ypSerow</Train>
		<Train row ='0' page ='0' column ='12'>ypSquid</Train>
		<Train row ='0' page ='0' column ='13'>Turkey</Train>
		<Train row ='0' page ='0' column ='14'>ypIbex</Train>
		<Train row ='0' page ='0' column ='15'>Horse</Train>
		<Train row ='0' page ='0' column ='16'>ypTreeBorneoCanopy</Train>
		<Train row ='0' page ='0' column ='17'>ypSMSaltpeterElephant</Train>
		<Flag>FlyingUnit</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>Invulnerable</Flag>
		<Contain>all</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
	</Unit>
	<Unit id ='1478' name ='2SPCXPWaterfall'>
		<DBID>1225</DBID>
		<DisplayNameID>46220</DisplayNameID>
		<EditorNameID>46221</EditorNameID>
		<ObstructionRadiusX>0.1</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1</ObstructionRadiusZ>
		<MaxVelocity>200</MaxVelocity>
		<MaxRunVelocity>350</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_fort.xml</AnimFile>
		<Icon>units\trade\fort_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\fort_wagon_portrait</PortraitIcon>
		<RolloverTextID>46219</RolloverTextID>
		<ShortRolloverTextID>46218</ShortRolloverTextID>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>
		<LOS>30</LOS>
		<TrainPoints>0</TrainPoints>
		<MaxContained>10000</MaxContained>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train row ='0' page ='0' column ='0'>1xpLightCannon</Train>
		<Train row ='0' page ='0' column ='1'>1xpRam</Train>
		<Train row ='0' page ='0' column ='2'>1Grenadier</Train>
    <Train row ='0' page ='0' column ='3'>1AbusGun</Train>
		<Train row ='0' page ='0' column ='4'>1Cannon</Train>
		<Train row ='0' page ='0' column ='5'>1Culverin</Train>
		<Train row ='0' page ='0' column ='6'>1Falconet</Train>
	  <Train row ='0' page ='0' column ='7'>1GreatBombard</Train>
		<Train row ='0' page ='0' column ='8'>1OrganGun</Train>
		<Train row ='0' page ='0' column ='9'>1Rocket</Train>
		<Train row ='0' page ='0' column ='10'>1xpGatlingGun</Train>
		<Train row ='0' page ='0' column ='11'>1xpHorseArtillery</Train>
		<Train row ='0' page ='0' column ='12'>SPCXPRedoubtCannon</Train>
		<Train row ='0' page ='0' column ='13'>xpPetardNitro</Train>
		<Train row ='0' page ='0' column ='14'>1xpWarCanoe</Train>
		<Train row ='0' page ='0' column ='15'>1ypFireship</Train>
		<Train row ='0' page ='0' column ='16'>1xpTlalocCanoe</Train>
		<Train row ='0' page ='0' column ='17'>1YPSPCTreasureShip</Train>
		<Flag>FlyingUnit</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>Invulnerable</Flag>
		<Contain>all</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
	</Unit>
	<Unit id ='1479' name ='1xpCoupRider'>
		<DBID>1153</DBID>
		<DisplayNameID>44434</DisplayNameID>
		<EditorNameID>44435</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.79</ObstructionRadiusX>
		<ObstructionRadiusZ>0.79</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\coup_rider\coup_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\coup_rider_icon</Icon>
		<PortraitIcon>ui\units\coup_rider_portrait</PortraitIcon>
		<RolloverTextID>44433</RolloverTextID>
		<ShortRolloverTextID>44432</ShortRolloverTextID>
		<InitialHitpoints>340</InitialHitpoints>
		<MaxHitpoints>340</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>23</Bounty>
		<BuildBounty>23</BuildBounty>
		<Cost resourcetype ='Food'>150</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>coupRider.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageCap>60</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>80</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>80</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageCap>80</DamageCap>
			<DamageArea>2</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>160</DamageCap>
			<DamageArea>4</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1480' name ='1xpWarRifle'>
		<DBID>1129</DBID>
		<DisplayNameID>43998</DisplayNameID>
		<EditorNameID>43999</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\war_rifle\war_rifle.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\sx_warrifle_icon</Icon>
		<PortraitIcon>ui\units\sx_warrifle_portrait</PortraitIcon>
		<RolloverTextID>43997</RolloverTextID>
		<ShortRolloverTextID>43996</ShortRolloverTextID>
		<InitialHitpoints>170</InitialHitpoints>
		<MaxHitpoints>170</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>9</Bounty>
		<BuildBounty>9</BuildBounty>
		<Cost resourcetype ='Food'>60</Cost>
		<Cost resourcetype ='Gold'>30</Cost>
		<Armor type ='Ranged' value ='0.15'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>32</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>32</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>32</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>18</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1481' name ='1xpRifleRider'>
		<DBID>1125</DBID>
		<DisplayNameID>43957</DisplayNameID>
		<EditorNameID>43958</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.79</ObstructionRadiusX>
		<ObstructionRadiusZ>0.79</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\rifle_rider\rifle_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\sx_rifle_rider_icon</Icon>
		<PortraitIcon>ui\units\sx_rifle_rider_portrait</PortraitIcon>
		<RolloverTextID>43956</RolloverTextID>
		<ShortRolloverTextID>43955</ShortRolloverTextID>
		<InitialHitpoints>410</InitialHitpoints>
		<MaxHitpoints>410</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>22</Bounty>
		<BuildBounty>22</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<Armor type ='Hand' value ='0.15'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>6</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='Ship'>6</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>6</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>6</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='Ship'>6</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1482' name ='1xpPumaMan'>
		<DBID>1142</DBID>
		<DisplayNameID>44152</DisplayNameID>
		<EditorNameID>44153</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\puma_lord\puma_lord.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_puma_man_icon</Icon>
		<PortraitIcon>ui\units\az_puma_man_portrait</PortraitIcon>
		<RolloverTextID>44151</RolloverTextID>
		<ShortRolloverTextID>44150</ShortRolloverTextID>
		<InitialHitpoints>270</InitialHitpoints>
		<MaxHitpoints>270</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>50</Cost>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>96</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>48</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>24</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>24</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1483' name ='1xpMusketWarrior'>
		<DBID>1084</DBID>
		<DisplayNameID>43459</DisplayNameID>
		<EditorNameID>43460</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\musket_warrior\musket_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\iro_forrest_runner_icon</Icon>
		<PortraitIcon>ui\units\iro_forrest_runner_portrait</PortraitIcon>
		<RolloverTextID>43458</RolloverTextID>
		<ShortRolloverTextID>43457</ShortRolloverTextID>
		<InitialHitpoints>220</InitialHitpoints>
		<MaxHitpoints>220</MaxHitpoints>
		<LOS>24</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>12</Bounty>
		<BuildBounty>12</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>65</Cost>
		<Armor type ='Ranged' value ='0.15'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>Stealthrifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>34</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>34</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>14</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>34</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1484' name ='1xpJaguarKnight'>
		<DBID>1140</DBID>
		<DisplayNameID>44144</DisplayNameID>
		<EditorNameID>44145</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\jaguar_knight\jaguar_knight.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_jaguar_warrior_icon</Icon>
		<PortraitIcon>ui\units\az_jaguar_warrior_portrait</PortraitIcon>
		<RolloverTextID>44143</RolloverTextID>
		<ShortRolloverTextID>44142</ShortRolloverTextID>
		<InitialHitpoints>460</InitialHitpoints>
		<MaxHitpoints>460</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>30</Cost>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Tactics>ninja.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>72</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>36</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>36</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>36</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1485' name ='1xpWarClub'>
		<DBID>1121</DBID>
		<DisplayNameID>43893</DisplayNameID>
		<EditorNameID>43894</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\club_warrior\club_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\sx_warclub_icon</Icon>
		<PortraitIcon>ui\units\sx_warclub_portrait</PortraitIcon>
		<RolloverTextID>43892</RolloverTextID>
		<ShortRolloverTextID>43891</ShortRolloverTextID>
		<InitialHitpoints>240</InitialHitpoints>
		<MaxHitpoints>240</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>9</Bounty>
		<BuildBounty>9</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Wood'>40</Cost>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>28</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1486' name ='1xpTomahawk'>
		<DBID>1082</DBID>
		<DisplayNameID>43448</DisplayNameID>
		<EditorNameID>43449</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\tomahawk_warrior\tomahawk_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\IRO_tomahawk_icon</Icon>
		<PortraitIcon>ui\units\IRO_tomahawk_portrait</PortraitIcon>
		<RolloverTextID>43447</RolloverTextID>
		<ShortRolloverTextID>43446</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>Tomahawk</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Wood'>25</Cost>
		<Armor type ='Hand' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>38</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>38</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>4</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>38</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1487' name ='1xpMusketRider'>
		<DBID>1086</DBID>
		<DisplayNameID>43467</DisplayNameID>
		<EditorNameID>43468</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\musket_rider\musket_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\iro_musket_rider_icon</Icon>
		<PortraitIcon>ui\units\iro_musket_rider_portrait</PortraitIcon>
		<RolloverTextID>43466</RolloverTextID>
		<ShortRolloverTextID>43465</ShortRolloverTextID>
		<InitialHitpoints>410</InitialHitpoints>
		<MaxHitpoints>410</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>16</Bounty>
		<BuildBounty>16</BuildBounty>
		<Cost resourcetype ='Food'>55</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<Armor type ='Ranged' value ='0.15'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1488' name ='1xpMantlet'>
		<DBID>1088</DBID>
		<DisplayNameID>43475</DisplayNameID>
		<EditorNameID>43476</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\natives\iroquois\mantlet\mantlet.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\natives\mantlet_icon</Icon>
		<PortraitIcon>units\natives\mantlet_portrait</PortraitIcon>
		<RolloverTextID>43474</RolloverTextID>
		<ShortRolloverTextID>43473</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>75</Cost>
		<Cost resourcetype ='Gold'>125</Cost>
		<Armor type ='Ranged' value ='0.25'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>50</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>13</MaxRange>
			<ROF>3</ROF>
			<Projectile>Tomahawk</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id ='1489' name ='1xpEagleKnight'>
		<DBID>1139</DBID>
		<DisplayNameID>44140</DisplayNameID>
		<EditorNameID>44141</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\eagle_knight\eagle_knight.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_eagle_knight_icon</Icon>
		<PortraitIcon>ui\units\az_eagle_knight_portrait</PortraitIcon>
		<RolloverTextID>44139</RolloverTextID>
		<ShortRolloverTextID>44138</ShortRolloverTextID>
		<InitialHitpoints>360</InitialHitpoints>
		<MaxHitpoints>360</MaxHitpoints>
		<LOS>18</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>75</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<Armor type ='Ranged' value ='0.15'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>16</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>17</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>17</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>17</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>3</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1490' name ='1xpBowRider'>
		<DBID>1231</DBID>
		<DisplayNameID>46302</DisplayNameID>
		<EditorNameID>46303</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\bow_rider\bow_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\sx_bow_rider_icon</Icon>
		<PortraitIcon>ui\units\sx_bow_rider_portrait</PortraitIcon>
		<RolloverTextID>46301</RolloverTextID>
		<ShortRolloverTextID>46300</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<Armor type ='Hand' value ='0.15'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>40</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>14</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyCavalry'>4.500000</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>3</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1491' name ='1xpWarBow'>
		<DBID>1122</DBID>
		<DisplayNameID>43897</DisplayNameID>
		<EditorNameID>43898</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\bow_warrior\bow_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\sx_warbow_icon</Icon>
		<PortraitIcon>ui\units\sx_warbow_portrait</PortraitIcon>
		<RolloverTextID>43896</RolloverTextID>
		<ShortRolloverTextID>43895</ShortRolloverTextID>
		<InitialHitpoints>180</InitialHitpoints>
		<MaxHitpoints>180</MaxHitpoints>
		<LOS>22</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>65</Cost>
		<Cost resourcetype ='Wood'>35</Cost>
		<Armor type ='Ranged' value ='0.15'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1492' name ='1xpHorseman'>
		<DBID>1085</DBID>
		<DisplayNameID>43463</DisplayNameID>
		<EditorNameID>43464</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\axe_rider\axe_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\IRO_horseman_icon</Icon>
		<PortraitIcon>ui\units\IRO_horseman_portrait</PortraitIcon>
		<RolloverTextID>43462</RolloverTextID>
		<ShortRolloverTextID>43461</ShortRolloverTextID>
		<InitialHitpoints>540</InitialHitpoints>
		<MaxHitpoints>540</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Cost resourcetype ='Wood'>75</Cost>
		<Armor type ='Ranged' value ='0.15'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>50</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>50</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>50</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>36</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>108</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1493' name ='1xpCoyoteMan'>
		<DBID>1127</DBID>
		<DisplayNameID>43972</DisplayNameID>
		<EditorNameID>43973</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\coyote_man\coyote_man.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_coyote_man_icon</Icon>
		<PortraitIcon>ui\units\az_coyote_man_portrait</PortraitIcon>
		<RolloverTextID>43971</RolloverTextID>
		<ShortRolloverTextID>43970</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>11</Bounty>
		<BuildBounty>11</BuildBounty>
		<Cost resourcetype ='Food'>85</Cost>
		<Cost resourcetype ='Wood'>25</Cost>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractCoyoteMan</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='0'>ToggleStealth</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>12</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>18</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>36</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>36</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1494' name ='1xpAxeRider'>
		<DBID>1151</DBID>
		<DisplayNameID>44426</DisplayNameID>
		<EditorNameID>44427</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\lakota\axe_rider\axe_rider_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\sx_axe_rider_icon</Icon>
		<PortraitIcon>ui\units\sx_axe_rider_portrait</PortraitIcon>
		<RolloverTextID>44425</RolloverTextID>
		<ShortRolloverTextID>44424</ShortRolloverTextID>
		<InitialHitpoints>500</InitialHitpoints>
		<MaxHitpoints>500</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>160</Cost>
		<Cost resourcetype ='Gold'>40</Cost>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>70</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>70</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>70</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>32</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2</ROF>
			<DamageCap>108</DamageCap>
			<DamageArea>3</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1495' name ='1xpArrowKnight'>
		<DBID>1141</DBID>
		<DisplayNameID>44148</DisplayNameID>
		<EditorNameID>44149</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\aztec\arrow_knight\arrow_knight.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\az_arrow_knight_icon</Icon>
		<PortraitIcon>ui\units\az_arrow_knight_portrait</PortraitIcon>
		<RolloverTextID>44147</RolloverTextID>
		<ShortRolloverTextID>44146</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>13</Bounty>
		<BuildBounty>13</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>75</Cost>
		<Armor type ='Ranged' value ='0.2'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>arrowknight.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>72</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>32</MaxRange>
			<ROF>3</ROF>
			<DamageBonus type ='Ship'>2</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractArtillery'>5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1496' name ='1xpAenna'>
		<DBID>1083</DBID>
		<DisplayNameID>43455</DisplayNameID>
		<EditorNameID>43456</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5</MaxVelocity>
		<MaxRunVelocity>7</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\aenna\bow_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\iro_aenna_icon</Icon>
		<PortraitIcon>ui\units\iro_aenna_portrait</PortraitIcon>
		<RolloverTextID>43454</RolloverTextID>
		<ShortRolloverTextID>43453</ShortRolloverTextID>
		<InitialHitpoints>220</InitialHitpoints>
		<MaxHitpoints>220</MaxHitpoints>
		<LOS>20</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>10</Bounty>
		<BuildBounty>10</BuildBounty>
		<Cost resourcetype ='Food'>100</Cost>
		<Armor type ='Ranged' value ='0.15'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<MaxHeight>0</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<MaxHeight>0</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>16</MaxRange>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<MaxHeight>0</MaxHeight>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1497' name ='1xpLightCannon'>
		<DBID>1089</DBID>
		<DisplayNameID>43479</DisplayNameID>
		<EditorNameID>43480</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.99</ObstructionRadiusX>
		<ObstructionRadiusZ>0.99</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\iroquois_falconet\iroquois_falconet.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\sx_light_cannon_icon</Icon>
		<PortraitIcon>ui\units\sx_light_cannon_portrait</PortraitIcon>
		<RolloverTextID>43478</RolloverTextID>
		<ShortRolloverTextID>43477</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>40</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<Armor type ='Ranged' value ='0.5'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>xplightcannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>140</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>36</MaxRange>
			<ROF>5</ROF>
			<DamageCap>280</DamageCap>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>3</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1498' name ='1xpRam'>
		<DBID>1087</DBID>
		<DisplayNameID>43471</DisplayNameID>
		<EditorNameID>43472</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>5.5</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\natives\iroquois\ram\ram.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\iro_ram_icon</Icon>
		<PortraitIcon>ui\units\iro_ram_portrait</PortraitIcon>
		<RolloverTextID>43470</RolloverTextID>
		<ShortRolloverTextID>43469</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>16</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Food'>80</Cost>
		<Cost resourcetype ='Wood'>120</Cost>
		<Armor type ='Ranged' value ='0.25'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandSiege</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>ram.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>150</Damage>
			<DamageType>Siege</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>76</Damage>
			<DamageType>Siege</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
	</Unit>
	<Unit id ='1499' name ='1Grenadier'>
		<DBID>43</DBID>
		<DisplayNameID>22958</DisplayNameID>
		<EditorNameID>25008</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\infantry_ranged\grenadier\grenadier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry_ranged\grenadier\grenadier_icon_64x64</Icon>
		<PortraitIcon>units\infantry_ranged\grenadier\grenadier_portrait</PortraitIcon>
		<RolloverTextID>22957</RolloverTextID>
		<ShortRolloverTextID>25645</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>16</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>18</Bounty>
		<BuildBounty>18</BuildBounty>
		<Cost resourcetype ='Food'>120</Cost>
		<Cost resourcetype ='Gold'>60</Cost>
		<Armor type ='Ranged' value ='0.25'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>108</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>32</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>72</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>32</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>72</DamageCap>
			<DamageBonus type ='Building'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>32</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16</MaxRange>
			<ROF>3</ROF>
			<DamageCap>72</DamageCap>
			<DamageBonus type ='AbstractCavalryInfantry'>1</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1500' name ='1AbusGun'>
		<DBID>659</DBID>
		<DisplayNameID>31291</DisplayNameID>
		<EditorNameID>31292</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.49</ObstructionRadiusX>
		<ObstructionRadiusZ>0.49</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\artillery\abus_gun\abus_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\artillery\abus_gun\abus_gun_icon_64x64</Icon>
		<PortraitIcon>units\artillery\abus_gun\abus_gun_portrait</PortraitIcon>
		<RolloverTextID>31290</RolloverTextID>
		<ShortRolloverTextID>31289</ShortRolloverTextID>
		<InitialHitpoints>260</InitialHitpoints>
		<MaxHitpoints>260</MaxHitpoints>
		<LOS>22</LOS>
		<AutoAttackRange>16</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>15</Bounty>
		<BuildBounty>15</BuildBounty>
		<Cost resourcetype ='Food'>50</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<Armor type ='Ranged' value ='0.1'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>abus.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageCap>160</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageCap>160</DamageCap>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageCap>160</DamageCap>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>20</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.5</ROF>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>20</MaxRange>
			<ROF>3</ROF>
			<DamageCap>160</DamageCap>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.25</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.5</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.5</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>1.5</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1501' name ='1Cannon'>
		<DBID>35</DBID>
		<DisplayNameID>22942</DisplayNameID>
		<EditorNameID>24994</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.99</ObstructionRadiusX>
		<ObstructionRadiusZ>0.99</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\cannon\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\cannon\cannon_icon_64</Icon>
		<PortraitIcon>units\artillery\cannon\cannon_portrait</PortraitIcon>
		<RolloverTextID>22963</RolloverTextID>
		<ShortRolloverTextID>25616</ShortRolloverTextID>
		<InitialHitpoints>950</InitialHitpoints>
		<MaxHitpoints>950</MaxHitpoints>
		<LOS>36</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>70</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>200</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<Armor type ='Ranged' value ='0.5'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>32</MaxRange>
			<ROF>5.5</ROF>
			<DamageCap>800</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>0.75</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1502' name ='1Culverin'>
		<DBID>39</DBID>
		<DisplayNameID>22950</DisplayNameID>
		<EditorNameID>25000</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18</TurnRate>
		<AnimFile>units\artillery\culverin\culverin.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\culverin\culverin_icon_64x64</Icon>
		<PortraitIcon>units\artillery\culverin\culverin_portrait</PortraitIcon>
		<RolloverTextID>22949</RolloverTextID>
		<ShortRolloverTextID>25626</ShortRolloverTextID>
		<InitialHitpoints>560</InitialHitpoints>
		<MaxHitpoints>560</MaxHitpoints>
		<LOS>40</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<Armor type ='Ranged' value ='0.5'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Tactics>culverin.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>80</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>38</MaxRange>
			<ROF>5</ROF>
			<DamageCap>160</DamageCap>
			<DamageBonus type ='AbstractArtillery'>4</DamageBonus>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Ship'>10</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1503' name ='1Falconet'>
		<DBID>40</DBID>
		<DisplayNameID>22952</DisplayNameID>
		<EditorNameID>25005</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\falconet\falconet.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\falconet\falconet_icon_64x64</Icon>
		<PortraitIcon>units\artillery\falconet\falconet_portrait</PortraitIcon>
		<RolloverTextID>22951</RolloverTextID>
		<ShortRolloverTextID>25635</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>400</Cost>
		<Armor type ='Ranged' value ='0.5'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>falconet.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>3.5</ROF>
			<DamageCap>400</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1504' name ='1GreatBombard'>
		<DBID>107</DBID>
		<DisplayNameID>23737</DisplayNameID>
		<EditorNameID>25007</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\great_bombard\great_bombard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\great_bombard\great_bombard_icon_64x64</Icon>
		<PortraitIcon>units\artillery\great_bombard\great_bombard_portrait</PortraitIcon>
		<RolloverTextID>23736</RolloverTextID>
		<ShortRolloverTextID>25644</ShortRolloverTextID>
		<InitialHitpoints>950</InitialHitpoints>
		<MaxHitpoints>950</MaxHitpoints>
		<LOS>36</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>70</Bounty>
		<BuildBounty>70</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>600</Cost>
		<Armor type ='Ranged' value ='0.5'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>greatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>32</MaxRange>
			<ROF>7</ROF>
			<DamageCap>2000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.400000</DamageBonus>
			<DamageArea>5</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='Ship'>1.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1505' name ='1OrganGun'>
		<DBID>118</DBID>
		<DisplayNameID>23838</DisplayNameID>
		<EditorNameID>25025</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\artillery\organ_gun\organ_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\organ_gun\organ_gun_icon_64x64</Icon>
		<PortraitIcon>units\artillery\organ_gun\organ_gun_portrait</PortraitIcon>
		<RolloverTextID>23837</RolloverTextID>
		<ShortRolloverTextID>25694</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<Armor type ='Ranged' value ='0.5'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>organGun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>66</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>3</ROF>
			<DamageCap>120</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='Building'>0.750000</DamageBonus>
			<DamageBonus type ='Ship'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1506' name ='1Rocket'>
		<DBID>130</DBID>
		<DisplayNameID>24048</DisplayNameID>
		<EditorNameID>25030</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\rocket\rocket.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\rocket\rocket_icon</Icon>
		<PortraitIcon>units\artillery\rocket\rocket_portrait</PortraitIcon>
		<RolloverTextID>24047</RolloverTextID>
		<ShortRolloverTextID>25704</ShortRolloverTextID>
		<InitialHitpoints>700</InitialHitpoints>
		<MaxHitpoints>700</MaxHitpoints>
		<LOS>36</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<Armor type ='Ranged' value ='0.5'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Tactics>rocket.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>600</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>32</MaxRange>
			<ROF>4.5</ROF>
			<DamageCap>1200</DamageCap>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageArea>4</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1507' name ='1xpGatlingGun'>
		<DBID>1165</DBID>
		<DisplayNameID>45211</DisplayNameID>
		<EditorNameID>45212</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4</MaxVelocity>
		<MaxRunVelocity>6</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8</TurnRate>
		<AnimFile>units\artillery\gatling_gun\gatling_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\organ_gun\organ_gun_icon_64x64</Icon>
		<PortraitIcon>units\artillery\organ_gun\organ_gun_portrait</PortraitIcon>
		<RolloverTextID>45210</RolloverTextID>
		<ShortRolloverTextID>45209</ShortRolloverTextID>
		<InitialHitpoints>300</InitialHitpoints>
		<MaxHitpoints>300</MaxHitpoints>
		<LOS>30</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>40</Bounty>
		<BuildBounty>40</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>300</Cost>
		<Armor type ='Ranged' value ='0.25'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>organGun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>3</ROF>
			<DamageCap>120</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.5</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractCavalry'>0.5</DamageBonus>
			<DamageBonus type ='Ship'>0.5</DamageBonus>
			<DamageBonus type ='Building'>0.5</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>0.5</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1508' name ='1xpHorseArtillery'>
		<DBID>1246</DBID>
		<DisplayNameID>46620</DisplayNameID>
		<EditorNameID>46621</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>6</MaxVelocity>
		<MaxRunVelocity>8</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3</TurnRate>
		<AnimFile>units\artillery\horse_artillery\horse_artillery.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\horse_artillery_icon</Icon>
		<PortraitIcon>ui\units\horse_artillery_portrait</PortraitIcon>
		<RolloverTextID>46619</RolloverTextID>
		<ShortRolloverTextID>46618</ShortRolloverTextID>
		<InitialHitpoints>400</InitialHitpoints>
		<MaxHitpoints>400</MaxHitpoints>
		<LOS>32</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>60</Bounty>
		<BuildBounty>60</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>500</Cost>
		<Armor type ='Ranged' value ='0.5'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>RotateInPlace</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='9' column ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Tactics>horseartillery.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>250</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0</MinRange>
			<MaxRange>28</MaxRange>
			<ROF>3.5</ROF>
			<DamageCap>500</DamageCap>
			<DamageBonus type ='AbstractInfantry'>3</DamageBonus>
			<DamageArea>3</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='Ship'>3</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>0.5</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='1509' name ='1xpTlalocCanoe'>
		<DBID>1133</DBID>
		<DisplayNameID>44047</DisplayNameID>
		<EditorNameID>44048</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>1.99</ObstructionRadiusX>
		<ObstructionRadiusZ>1.99</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>9</MaxVelocity>
		<MaxRunVelocity>11</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\tlaloc_canoe\tlaloc_canoe.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>ui\units\tlaloc_canoe_icon</Icon>
		<PortraitIcon>ui\units\tlaloc_canoe_portrait</PortraitIcon>
		<RolloverTextID>44046</RolloverTextID>
		<ShortRolloverTextID>44045</ShortRolloverTextID>
		<InitialHitpoints>2000</InitialHitpoints>
		<MaxHitpoints>2000</MaxHitpoints>
		<LOS>38</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>50</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>400</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>100</MaxContained>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Ranged' value ='0.5'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>canoe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>400</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>34</MaxRange>
			<ROF>1.5</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractFish'>0.22</Rate>
			<Type>Gather</Type>
			<Rate type ='AbstractWhale'>0.17</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>100</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>34</MaxRange>
			<ROF>1.5</ROF>
			<DamageCap>160</DamageCap>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1510' name ='1xpWarCanoe'>
		<DBID>1097</DBID>
		<DisplayNameID>43509</DisplayNameID>
		<EditorNameID>43510</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>1.99</ObstructionRadiusX>
		<ObstructionRadiusZ>1.99</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>9</MaxVelocity>
		<MaxRunVelocity>11</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\naval\war_canoe\war_canoe.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>ui\units\az_war_canoe_icon</Icon>
		<PortraitIcon>ui\units\az_war_canoe_portrait</PortraitIcon>
		<RolloverTextID>43508</RolloverTextID>
		<ShortRolloverTextID>43507</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>34</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>25</Bounty>
		<BuildBounty>25</BuildBounty>
		<Cost resourcetype ='Wood'>150</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<CarryCapacity resourcetype ='Food'>1</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1</CarryCapacity>
		<MaxContained>50</MaxContained>
		<Decay delay ='0' duration ='0'></Decay>
		<Armor type ='Ranged' value ='0.25'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>canoe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>200</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>3</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type ='AbstractFish'>0.220000</Rate>
			<Rate type ='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>80</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30</MaxRange>
			<ROF>3</ROF>
			<DamageCap>120</DamageCap>
			<DamageArea>1</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1511' name ='1ypFireship'>
		<DBID>1422</DBID>
		<DisplayNameID>61076</DisplayNameID>
		<EditorNameID>61077</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>9</MaxVelocity>
		<MaxRunVelocity>11</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4</TurnRate>
		<AnimFile>units\asians\naval\fire_ship\fire_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\fire_ship\fire_ship_icon_64</Icon>
		<PortraitIcon>units\asians\naval\fire_ship\fire_ship_icon_portrait</PortraitIcon>
		<RolloverTextID>61075</RolloverTextID>
		<ShortRolloverTextID>61074</ShortRolloverTextID>
		<InitialHitpoints>800</InitialHitpoints>
		<MaxHitpoints>800</MaxHitpoints>
		<LOS>40</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<Bounty>20</Bounty>
		<BuildBounty>20</BuildBounty>
		<Cost resourcetype ='Wood'>100</Cost>
		<Cost resourcetype ='Gold'>100</Cost>
		<Armor type ='Ranged' value ='0.25'></Armor>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Stop</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>fireship.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>1000</Damage>
			<DamageType>Siege</DamageType>
			<DamageCap>3000</DamageCap>
			<DamageBonus type ='Building'>2.500000</DamageBonus>
			<DamageArea>2</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1512' name ='1GreatBombardBall'>
		<DBID>1047</DBID>
		<DisplayNameID>42965</DisplayNameID>
		<ObstructionRadiusX>3</ObstructionRadiusX>
		<ObstructionRadiusZ>3</ObstructionRadiusZ>
		<MaxVelocity>18</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>buildings\asian_civs\spc\saltpeter_site\saltpeter_elephant.xml</AnimFile>
		<Lifespan>12</Lifespan>
		<LOS>0</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id ='1513' name ='1YPSPCTreasureShip'>
		<DBID>1492</DBID>
		<DisplayNameID>62446</DisplayNameID>
		<EditorNameID>62447</EditorNameID>
		<ObstructionRadiusX>4.1262</ObstructionRadiusX>
		<ObstructionRadiusZ>4.1262</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8</MaxVelocity>
		<MaxRunVelocity>10</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1</TurnRate>
		<AnimFile>units\asians\spc\treasure_ship\igc_treasure_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\asians\naval\fuchuan\fuchuan_icon_64</Icon>
		<PortraitIcon>units\asians\naval\fuchuan\fuchuan_icon_portrait</PortraitIcon>
		<SelectionPriority>0</SelectionPriority>
		<RolloverTextID>62445</RolloverTextID>
		<ShortRolloverTextID>62444</ShortRolloverTextID>
		<InitialHitpoints>8888</InitialHitpoints>
		<MaxHitpoints>8888</MaxHitpoints>
		<LOS>42</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>0</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>5000</Bounty>
		<BuildBounty>50</BuildBounty>
		<Cost resourcetype ='Wood'>12800</Cost>
		<Cost resourcetype ='Gold'>24000</Cost>
		<Cost resourcetype ='Food'>7680</Cost>
		<MaxContained>500</MaxContained>
		<Armor type ='Ranged' value ='0.5'></Armor>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Flag>TieToWaterSurface</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>Tracked</Flag>
		<Contain>all</Contain>
		<Command page ='10' column ='1'>Eject</Command>
		<Command page ='10' column ='2'>Stop</Command>
		<Command page ='10' column ='3'>Delete</Command>
		<Command page ='11' column ='0'>Abilities</Command>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Tactics>1frigate.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>270</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40</MaxRange>
			<ROF>0.85</ROF>
			<DamageArea>4</DamageArea>
			<DamageBonus type ='Building'>2</DamageBonus>
			<DamageBonus type ='YPDockAsian'>2</DamageBonus>
			<DamageBonus type ='Dock'>2</DamageBonus>
			<DamageBonus type ='AbstractArtillery'>2</DamageBonus>
			<DamageBonus type ='Guardian'>2</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>2</DamageBonus>
			<DamageBonus type ='xpArrowKnight'>2</DamageBonus>
			<DamageBonus type ='Ship'>1.5</DamageBonus>
			<DamageBonus type ='MercType2'>2</DamageBonus>
			<DamageBonus type ='Janissary'>2</DamageBonus>
			<DamageBonus type ='Hero'>2</DamageBonus>
			<DamageBonus type ='AbstractVillager'>2</DamageBonus>
			<DamageBonus type ='AbstractSiegeTrooper'>2</DamageBonus>
			<DamageBonus type ='AbstractPet'>2</DamageBonus>
			<DamageBonus type ='AbstractNativeWarrior'>2</DamageBonus>
			<DamageBonus type ='AbstractLightInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractHeavyCavalry'>2</DamageBonus>
			<DamageBonus type ='AbstractCoyoteMan'>2</DamageBonus>
			<DamageBonus type ='AbstractCavalryInfantry'>2</DamageBonus>
			<DamageBonus type ='AbstractCavalry'>2</DamageBonus>
			<DamageBonus type ='Huntable'>2</DamageBonus>
			<Projectile>FixedGunBall</Projectile>
			<MaxHeight>12</MaxHeight>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='1514' name ='1PropsHUGEPumpkin'>
	  <DBID>164</DBID>
		<DisplayNameID>24797</DisplayNameID>
		<EditorNameID>24798</EditorNameID>
		<ObstructionRadiusX>1</ObstructionRadiusX>
		<ObstructionRadiusZ>1</ObstructionRadiusZ>
		<MaxVelocity>0</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>buildings\native_settlement\campfire.xml</AnimFile>
		<Icon>ui\command\generate_wood_icon</Icon>
		<PortraitIcon>ui\command\generate_wood_icon</PortraitIcon>
		<InitialHitpoints>1</InitialHitpoints>
		<MaxHitpoints>1</MaxHitpoints>
		<LOS>16</LOS>
		<BuildPoints>1</BuildPoints>
		<BuildingWorkRate>1</BuildingWorkRate>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>FlattenGround</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
</Proto>